The codex
Five realms.
Five guardians.
Each realm has its own beasts, its own music, and a signature guardian waiting at the end — slay it, and the hunt only gets fiercer.
Temple of HeraAres ChampionMarble and torchlight. Where the rift first opened — and the gentlest ground you will ever fight on.
Ruins of ArgosArgos WardenBroken columns and long sightlines. The restless dead hunt here, and they hunt in packs.
Olive GroveGrove HydraClose, green, and crowded. Little room to back up, which is the whole idea.
Aegean CoastTidal ColossusOpen sand under an open sky. Nothing to hide behind, and the sky is not safe either.
Underworld GateCerberusThe far side of the rift. Things live here that exist nowhere else — and the horde no longer thins.
And then: The Endless Gate
Finish the journey and the Gate opens. One map, one axis — depth. There are no realms to pick and no tiers to shop through; the only thing left to choose is your hero. Every ninety seconds you fall one depth further, and the ground answers: the light shifts, a different realm's melody comes up, and that realm's beasts and guardian come with it. Every fifth depth closes with a Warden. All ten enemy types are in play by depth five; after that it is the weighting that turns.
Time runs differently down there
ScoringDepth is not just danger, it is rate. Time thickens exactly as much as the enemies do: a minute at depth one counts as 1:30, and it gains fifteen seconds at every depth after. A short deep run and a long shallow one meet on the same board.
Bank it, or push
The choiceYou can leave with the depth you reached and keep it. Or take one more block, and risk the twenty minutes you are already carrying.
The eight Olympians
Every hero opens with a different weapon, a different stat bias — and a different dash. Dash is the escape: a short burst of speed with a sliver of invulnerability, enough to punch through a wall of bodies. How many you hold, and how fast they come back, is part of who you picked.
HeraGuardianExtra health and armour. 3 dashes, standard refill — the baseline everything else is measured against.
ArtemisHunterFastest on her feet, fastest arrows. 4 dashes, slow refill — bank them, then cross the arena in one motion.
AthenaCasterHeavy damage, shortest cooldowns. 1 dash, back almost at once — no panic button, but you are never empty.
AresDuelistWider hits, quick feet. 2 dashes, fast refill — dive in, and dive straight back out.
ZeusStormbringerThe biggest raw damage bias in the roster. 3 dashes, standard refill.
PoseidonTidecallerLonger-lasting effects and a wider pickup pull. 3 dashes, a touch heavier.
HadesRevenantRegenerates between fights. 2 dashes, fast refill — fewer escapes, but he heals the mistakes.
ApolloRadiantBigger areas and better luck on drops. 4 dashes, slow refill — the deepest burst in the game.
The bestiary
Satyr
ChaserThe rift's foot soldiers. Individually weak — but they never stop coming, and the horde grows by the minute.
Harpy
RangedCircles at a distance and rakes you with talon shots. From the second minute on, the skies are never safe.
Gorgon
ExploderDeep in a run, gorgons turn volatile — sprinting in and detonating on contact. Kill them at range, or pay in blood.
Shade
StalkerRestless dead slipping through the rift. Faster than they look, and they hunt in packs.
Minotaur
BruiserA wall of muscle and horn. Slow, furious, and built to outlast you — bring your evolved weapons.
Elites
VariantAny beast can rise as an elite — bigger, meaner, gilded in gold. They drop treasure chests worth the risk.
The Guardians
BossesRadial bursts, charge dashes, summoned warbands, knockback waves, burning ground — every guardian fights with its own arsenal. In endless runs they return stronger with every cycle.
Minute-mark ambushes
EventsRings that close in, pincers from two flanks, marching warbands — the rift tests you on the clock, not just at the boss.
The arsenal — 18 weapons of the gods
Weapons fire themselves. You choose which, and what to stack beside them: bolts that chain, blades that orbit, arrows that fall from the sky, waves that sweep the field, ground that burns. Some of the roster:
Zeus BoltAres BladesArtemis ArrowfallPoseidon WaveHades FlameAthena SpearApollo SunbeamHephaestus Hammer…and ten more
16 relics to shape the build
Relics are the other half of a build. Some sharpen a stat — damage, area, luck, how often you dash. Others change what a weapon does: added pierce, knockback on hit, an execute on anything already near death. A handful are the seed of an evolution.
Olympian SigilHunt CharmSwift SandalsWisdom AegisMidas Hand…and eleven more
8 evolutions — fuse weapon & relic
Take a weapon to its ceiling while the right relic sits in your build, and the level-up screen offers something else entirely. Three of the eight, to show the shape of it:
Zeus Bolt + Olympian SigilThunderstorm
Artemis Arrowfall + Hunt CharmSilver Arrowstorm
Poseidon Wave + Tide ShellMaelstrom
No energy timers · Never pay-to-win