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DELVERS: Dragon's Hoard

種別:ゲーム 発売日:発表予定 日本語対応未確認
価格未定

A party autobattler incremental. Recruit heroes under their zodiac signs, gear them from a hoard of rolled loot, grow a skill tree that is the sky — then send four into the depths and watch them fight. Climb the cursed city of Greymarrow for gear no delve will ever drop. Every run reaches further.

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DELVERS: Dragon's Hoard is a run-based party autobattler incremental. You never control a hero in combat. You recruit them at the campfire, gear them, spend the gold from your last run on a sprawling zodiac skill tree — then send four of them marching into the depths and watch the formation fight without you. Every delver carries their own Vigor bar, healing is strictly rationed, and every depth costs more than the last. When the party falls the run is over — but the gold, the gear and the levels you hauled back are permanent, and they buy a party that reaches further next time.

THE DELVE
Your party walks down depth by depth, and the dark escalates as you go: the Greenfields give way to the Mire, the Wastes, Sporewood, the Catacombs, and finally The Deep. Dozens of kinds of foe hold the road, and past the ordinary ranks stand elites, minibosses and apex foes — hand-built counters that come dressed in the gear meant to beat the class they hunt. Mid-run your one lever is momentum: a gold multiplier that climbs for every room cleared without taking a hit. Everything else was decided back at the fire, and the end of every run lays the truth out in THE RECKONING — what each hero dealt, took, blocked and healed. When you're farming, arm ⟳ auto-delve and the next run marches itself. Close the game and the road keeps paying a share into your purse while you're away.

THE HOLLOW KEEP
Past the road lies Greymarrow, a cursed city that is the endgame. You climb it district by district — the Lantern Ward, Gallows Row, the Drowned Market, Bonechapel, and the keep at its crown — and after every room you pick one of two or three doors: a back street that calms the city, a guardhouse with better finds, a vault that only opens for the right delver, a lair that hunts one of yours. Dread rises as you climb: the city sends elites, and its hunter joins the fight. Every fifth room ends on a named villain with a weakness a particular class answers, and a clock — silver under forty seconds, gold under twenty-five with every delver still standing. Finds ride in your satchel and are yours only if you leave with them or slay the villain. The city pays what the road cannot: element set pieces that amplify your party's elemental chord, and a weekly writ that changes the rules of the climb for everyone, every week.

THE HOARD
Loot is the spine of the game. Every delver wears eight slots — weapon, offhand, helm, chest, gloves, boots, ring, amulet — and drops climb a ladder: common, magic, rare, legendary, and the mythics you forge yourself. The affix pool runs deep and spans six tiers, and it reads like the dungeon-crawlers it comes from: Jagged, Cruel, Swift, Keen, Brutal and Giantslaying on weapons; of Stone, of Warding, of the Prism, of Fortune, of Greed and of the Leech on everything else. Weapon bases are class-specific — the Lancer's spears, the Berserker's greathammer, the Necromancer's bone scepter, the Alchemist's alembic.

Most of what drops is smart loot, weighted toward the party you actually field, and nothing equips behind your back: the haul rides home in your satchel, THE SPOILS lays it out at camp, upgrades glow green, and one tap dons the best of it. At the top sit the named legendaries — a chase piece for every class, each carrying a power the tree cannot grant. The Drakespur bites back: half of every blow the Lancer blocks returns to the one who swung it. Truefeather makes every fifth arrow a guaranteed headshot. The Moonchalice sends a tide through the party, mending the weariest first. Feed ten legendaries to THE MYTHIC FORGE and they become one mythic that keeps the anchor's base, its slot and its power — and when a roll on a worn piece is wrong, gold buys another.

THE CAMPFIRE
Everything between runs happens at the fire, under the sky itself — one zodiac sign hangs overhead at a time, and turning the wheel brings the next sign, and the next delver, into view. Strangers walk up out of the dark to be recruited under their own constellation: Lancer, Berserker, Archer, Cleric, Wizard, Thief, Bard, Paladin, Necromancer, Warlock, Druid, Alchemist — each with its own range, cadence and row in the formation. Only four march at once, so the party you take down is a real decision. Each sign belongs to an element, and marching two of a kind wakes a chord that the city's set pieces amplify. The ones who stay by the fire keep what they earned: heroes bank experience permanently, class by class, across Might, Grace, Vigor, Lore, and those levels survive runs and prestige alike.

THE SKY
The skill tree IS the sky: twelve zodiac signs, each a constellation of minor stars, notables and a keystone at its end. Stars reveal themselves as you buy toward them, skills rank up rather than switching on, signs unlock class paths, and fusions exist only where two branches meet. Nothing is locked behind a respec fee — the tree refunds what it reforges, so a build is something you keep rebuilding. The whole game plays with mouse, keyboard or controller alike.

THE LONG NIGHT
Every tenth depth a dragon blocks the road, telegraphing a cone of fire your party has to walk out of; kill it and it drops a Dragon Heart, the currency behind the tree's most dangerous keystones. Clear the ladder and difficulty tiers reopen the whole descent, harder, with better gear waiting at the bottom. When a lifetime of runs stops paying, the Rekindling burns your tale for embers — a permanent currency that buys the back half of the roster and the tree's ember nodes — and you may swear a vow for the era to come, which pays more for playing it the hard way.

WHAT THE FULL GAME ADDS
The free demo is the earlier build of the game, complete and uncapped. The full game is where the road continues:
The Hollow Keep — the cursed city of Greymarrow, its villains, its doors, its dread, its medals and the weekly writ

Element set pieces that only the city drops, and the party chords they amplify

Gold rerolls on a worn piece's affix at the forge

Era vows sworn at the Rekindling

Gold that keeps coming in while the game is closed

Steam achievements and cloud saves

New content lands here first
Single-player · English · pixel art · plays with mouse, keyboard or controller.

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基本情報

発売日
発表予定
価格
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価格区分
未確定
開発元
Ilia Reingold
販売元
Ilia Reingold
対応OS
Windows / Mac
コンテンツ種別
ゲーム

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