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You are one piece on a dungeon floor — and every enemy shows you its next move. WARDEN is a turn-based tactics roguelite with zero randomness in combat. No dice, no misses, no unfair deaths. Read the telegraphs, pick your tile, and outthink the dungeon one turn at a time. When you die — and you will — it was your fault. That's the point. TWO DESCENTS, TWO RULERS Hold the last Lights through the original ten-floor First Descent, then enter the Rootbound Deep: a separate ten-chamber campaign in a drowned, overgrown dungeon that remembers how you moved. Each journey has its own rooms, enemies, upgrades and final ruler. HOLD THE LIGHTS The dead don't march on you. Each chamber holds two soul-Lights — cyan flames the horde is coming to snuff — and you are the only thing that can stand between. Capture, shove and body-block. Lose every Light and the run ends. No hiding, no kiting, no waiting it out: the dungeon makes you fight for something. REWRITE HOW YOU MOVE Every room you clear offers a choice that changes how you play. In First Descent, mutate your movement and combat. In Rootbound, choose between Lantern, Iron and Ash Relics that preserve, redirect or erase consequences. By the final chamber, you are playing a piece that has never existed before. THE DEEP REMEMBERS Face the Rootbinder, which replays your route as roots; the Echo, which copies your last movement; and the shielded Graveshell. Cross Root Halls, a Drowned Vault, the Ash Foundry and the Hollow Throne, then break the Hollow King's crown and find the opening in his guard. FACE THE BONE TYRANT The First Descent remains a complete tactical trial. Learn its watchers, defend both Lights and read the Tyrant's three-beat Advance, Strike and Recover cycle. His court is tougher now, but the rules are taught before the fight. ONE DUNGEON A DAY, SHARED The Daily Descent gives everyone the same dungeon and one attempt. Share your spoiler-free result ribbon, keep your streak alive and make your friends keep pace. A COMPLETE GAME, THE OLD WAY • Pay once. No ads, energy, subscription or account. • Fully offline, portrait and one-handed. • Two ten-room campaigns and six playable Wardens. • Every enemy telegraphs; every loss is readable. • Haptics, colour-assist mode and sparse voiced boss cues. Built to be learned in a minute and mastered for months.
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The descent is now clearer, fairer and more dramatic from floor one to the Bone Tyrant. NEW • Floor one now teaches drag-to-look and pinch-to-zoom before your first move. • Four signature rooms give the ten-floor dungeon a stronger visual identity. • Defeating the Bone Tyrant now triggers a proper victory celebration, clearer unlock reveals and a glimpse of the sealed stair. IMPROVED • Leapers visibly recover after every jump, giving you a fair, readable chance to strike. • Floor themes, journey framing and support diagnostics are clearer throughout. FIXED • Leapers can no longer become trapped in an endless diagonal movement loop. • Tutorial text no longer clashes with the WARDFIRE display on smaller iPhones. COMING SOON The sealed stair is stirring. Ten new floors, new enemies and a new ruler of the depths are planned for the next major update.
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