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DESCENT 18
Eighteen floors. One life. A dungeon run hosted, scripted and heckled by an artificial intelligence with no supervision and excellent ratings.
“Welcome, contestant. Statistically you die on floor four. Prove me wrong. Please. It's been a slow season.”
Choose a save file
Safe chambers are always marked on the map, even before you've explored there — head for the hatch icon. Inside, the Safe tab appears: tables, upgrades, crate openings, your guide's off-air pep talk, and the only place you can save. Dying erases that file — permadeath still counts.
On Floor 3 the Guild Amphitheatre lets you rebuild your race and pick a class — both grant strengths, impose weaknesses, and permanently allow or forbid entire ability types. Floor 6 adds a subclass. Classes also grant trades — bomb making, trap making, archery, alchemy and more — which unlock Safe Room tables you buy with gold. On Floor 2 a sponsor signs you based on how much the audience likes you, and ships crates tuned to your class and trades. Rare events reveal gods — major and minor — you can worship for real bonuses and real penalties, and from Floor 3 your karma opens either the Lantern Society (for the decent) or the Red Ledger Club (for the rest), each with its own vendor.
D-pad to move · A confirm · B back · Start for the menu