Ashrun Survivors

Survive the ash. Outrun the horde.

A 2D top-down horde survivor where each run starts with a unique signature weapon, a chosen run aura, and room to grow through XP, evolutions, shrines, and meta progression between deaths.

Gameplay

From survivor selection to extracting gold — the core loop of every Ashrun run.

  1. Choose a survivor

    Pick one of 16 playable survivors in the Game Hub, each with unique stat modifiers and a signature weapon.

  2. Choose a run aura

    Select one of eight auras on Character > Auras — a persistent area effect independent of your survivor.

  3. Enter the arena

    Configure Ash Level, Run Speed, Run Mutators, relics, and map on the Fight screen, then launch your run.

  4. Fight with your signature weapon

    Your signature weapon auto-attacks from hotbar slot 1 while you move, dash, and survive the growing horde.

  5. Collect XP and upgrades

    Kill enemies for XP orbs, level up, and pick upgrades for your survivor, signature weapon, and standard weapons.

  6. Add standard weapons

    At level 10 and 20, choose two of Bow, Magic Staff, and Throwing Swords to fill out your three-weapon loadout.

  7. Evolve standard weapons

    Mid-run evolution cards specialize each standard weapon into one of three permanent paths for that run.

  8. Face elites, bosses, shrines, and events

    Timed elite and boss waves escalate pressure. Optional shrines trade risk for power; map events grant gold and XP.

  9. Raise the stakes

    Push higher Ash Levels and stack Run Mutators on the Fight screen for tougher runs and bonus gold rewards.

  10. Extract or invest your gold

    Extract at a Depth Gate to bank everything, or die and spend earned gold on Training, Relics, and Weapon Mastery.

Key Features

Signature weapons, auras, meta progression, and optional challenge layers stack into deep replayability.

Signature Weapons

16 survivors each wield a unique signature weapon with its own mechanics, upgrade lines, and playstyle from the first second of a run.

Two-of-Three Loadouts

Unlock Bow, Magic Staff, and Throwing Swords at levels 10 and 20 — choose two of three standard weapons to complete your build.

Weapon Evolutions

Nine evolution paths transform your standard weapons mid-run into specialized forms like Ashpiercer Bow, Storm Staff, or Iron Tempest.

Run Auras

Pick one of eight persistent area auras before each run — from gravity rings and tidal control to risk/reward Blood Moon pacts.

Deep Meta Progression

Training tracks, relics, weapon mastery, character XP, and a four-branch skill tree carry power between runs.

Ash Levels

Fifty optional difficulty tiers stack escalating pressure and reward. Clear tiers by surviving 10 minutes and slaying trial bosses.

Run Mutators

Stack 14 optional mutators for extra run gold — from faster hordes and fragile hero debuffs to economy and progression twists.

Depth Gates

Extract safely or descend deeper with stacking curses for higher gold and XP — a risk-reward checkpoint on Ash Level 1+ runs.

Shrines & Map Events

Optional shrine bargains and six map-event objective types add risky buffs or combat challenges for gold and XP.

Achievements & Statistics

234 in-game achievements and detailed lifetime statistics track survival, combat, meta progress, and run history.

Survivors

16 playable survivors — each with unique stat modifiers and a signature weapon.

Kael

The Ashrunner

Allrounder

A balanced ashlands survivor who favors steady pressure and reliable survivability.

Stats & signature weapon

Unlock: Available by default

Positive modifiers +20 Max HP+5% Move Speed
Pathblade

Melee slashes and movement charge a stride meter; dashing fills it instantly. At full charge, also fires a piercing ash wave in attack direction.

Brakka

The Ironhide

Tank

A heavily armored frontliner who trades mobility for staying power.

Stats & signature weapon

Unlock: Take 5,000 damage in a single run

Positive modifiers +75 Max HP+15% Armor
Negative modifiers -12% Move Speed-20% Dash Distance
Ironwall

Shield slams deal radial damage; mitigated damage taken is stored for the next slam. Knocks back and stuns normals; slows elites and bosses.

Nyra

The Shadow Rider

Mobility

A swift dasher who covers ground fast at the cost of raw health.

Stats & signature weapon

Unlock: Dash 100 times

Positive modifiers +12% Move Speed+30% Dash Distance
Negative modifiers -25 Max HP
Nightshards

Returning daggers hit on the way out and back. Dashing leaves a shadow echo; the next volley also fires from it; hits from both cause bleed.

Veyra

The Falcon Eye

Critical

A precision striker who builds around devastating critical hits.

Stats & signature weapon

Unlock: Land 1,000 critical hits

Positive modifiers +8% Crit Chance+30% Crit Damage
Negative modifiers -20 Max HP
Last Sight

Piercing precision bolts with an expanded hitbox. Periodically marks a priority target; the first bolt hit on it consumes the mark.

Elyra

The Soul Collector

XP / Pickup

A scavenger who grows faster by gathering more ash and experience.

Stats & signature weapon

Unlock: Reach level 30 in a single run

Positive modifiers +20% XP Gain+30% Pickup Range
Negative modifiers -8% Damage
Lantern of the Lost

Homing soul bolts; nearby kills grant charges for bonus bolts. At full charge, Soul Release discharges area damage and briefly pulls XP.

Garran

The Oathbreaker

Elite / Boss

A hunter specialized in tearing down elite threats and bosses.

Stats & signature weapon

Unlock: Defeat 25 elites or bosses

Positive modifiers +25% Elite/Boss Damage+10% Armor
Negative modifiers -15% XP Gain
Oathsplitter

Twin piercing harpoons mark foes on each hit, stacking hunt bonuses. Pulls normal enemies toward Garran; elites less strongly, bosses not at all.

Sable

The Glass Cannon

Maximum Damage

A fragile assassin who trades survivability for devastating early damage.

Stats & signature weapon

Unlock: Deal 25,000 damage in a single run

Positive modifiers +18% Damage+15% Crit Damage
Negative modifiers -40 Max HP
Shatterheart

Blade volleys spawn splinters on every hit; crits trigger extra cascades. Critical splinters can fracture again into second-generation shards.

Mira

The Bloodbound

Healing / HP

A defensive survivor who gains more from hearts and extra max health.

Stats & signature weapon

Unlock: Collect 100 hearts

Positive modifiers +40 Max HP+5% Heart Healing
Negative modifiers -8% Move Speed
Heartstitch

Piercing needles build blood reserve from hits, more from elites and bosses. Spending reserve triggers area bursts; full reserve heals or shields.

Torven

The Storm Hunter

Attack Speed

A fast striker who attacks with all weapons more quickly at the cost of crit power.

Stats & signature weapon

Unlock: Choose 75 upgrades

Positive modifiers +12% Weapon Attack Speed+5% Move Speed
Negative modifiers -15% Crit Damage
Thunder Twins

Throwing knives pierce and stack static charge on hit. At threshold, overload discharges area lightning and chains to nearby foes.

Rook

The Gambler Knight

Upgrade Control

A build curator who starts with extra rerolls and banishes but less max health.

Stats & signature weapon

Unlock: Use 50 upgrade rerolls

Positive modifiers +1 Reroll+1 Banish
Negative modifiers -10% Max HP
Loaded Dice

Each volley rolls one through six for different effects: bounces, pierce lines, explosions, or guaranteed crits. Repeated low rolls force a better roll soon.

Orin

The Magnetar

Comfort / Resources

A slow collector who gathers XP and pickups from much farther away.

Stats & signature weapon

Unlock: Collect 150 magnets

Positive modifiers +50% Pickup Range+10% XP Gain
Negative modifiers -10% Move Speed
Magnetar Core

Two of three attacks pull foes inward with magnetic pulses; every third is a repulsion volley with knockback. Pickups and elite hits charge scrap for stronger repulsion.

Cinder

The Last Ember

Low-HP Berserker

A dying spark who becomes deadlier as health falls below the danger line.

Stats & signature weapon

Unlock: Survive 10 minutes in a single run

Positive modifiers Below 40% HP: +25% Damage+10% Move Speed
Negative modifiers -30 Max HP
Dying Ember

Arc slashes apply burn and deal more damage the lower Cinder's health. While below threshold, burning enemies explode on death.

Fenra

The Dash Hunter

Dash / Burst

A blade dancer who chains dashes into short burst damage windows.

Stats & signature weapon

Unlock: Choose Iron Tempest for the first time

Positive modifiers +35% Dash Distance-15% Dash CooldownAfter Dash (2s): +15% Damage
Negative modifiers -25 Max HP
Trailrippers

Boomerang blades hit outbound and on return. After dashing, the next volley pierces along your dash path; double hits cause rupture damage.

Aren

The Ash Arrow

Bow Specialist

A ranger who empowers the bow while weakening staff and sword damage.

Stats & signature weapon

Unlock: Choose a bow evolution for the first time

Positive modifiers +15% Bow Damage+5% Crit Chance
Negative modifiers -10% Staff Damage-10% Sword Damage
Gravewind Bow

Piercing arrows leave ash trails that tick damage and slow. Enemies standing in a trail take bonus area damage on direct hit.

Vaela

The Stormcaller

Staff Specialist

A caster who accelerates staff spells and starts with an extra chain jump.

Stats & signature weapon

Unlock: Choose a staff evolution for the first time

Positive modifiers +15% Staff Cast Speed+1 Staff Chain Jump
Negative modifiers -20 Max HP
Skyneedle

Homing bolts plant conductors that pulse area damage at intervals. Nearby conductors visually link; links deal no extra damage.

Korr

The Blade Dancer

Sword Specialist

A duelist who begins with an extra throwing sword and faster blade attacks.

Stats & signature weapon

Unlock: Choose a sword evolution for the first time

Positive modifiers +1 Throwing Sword+10% Sword Attack Speed
Negative modifiers -10% Bow Damage-10% Staff Damage
Silver Refrain

Returning swords seek spread targets; landing every sword builds rhythm stacks. Stacks add more swords and faster attacks on the next volley.

Weapons

16 signature weapons, 3 standard options, and 9 evolution paths per run.

Pathblade

Kael

Melee slashes and movement charge a stride meter; dashing fills it instantly. At full charge, also fires a piercing ash wave in attack direction.

Style: Melee slash with limited target count

Mechanic: Stride charge fills from movement and slashes; full charge fires a piercing ash wave

Ironwall

Brakka

Shield slams deal radial damage; mitigated damage taken is stored for the next slam. Knocks back and stuns normals; slows elites and bosses.

Style: Radial shield slam with target cap

Mechanic: Retaliation stores mitigated damage for the next slam

Nightshards

Nyra

Returning daggers hit on the way out and back. Dashing leaves a shadow echo; the next volley also fires from it; hits from both cause bleed.

Style: Multi-target dagger volley

Mechanic: Shadow echo after dash; dual-hit bleed window

Last Sight

Veyra

Piercing precision bolts with an expanded hitbox. Periodically marks a priority target; the first bolt hit on it consumes the mark.

Style: Piercing precision bolt

Mechanic: Exposed Weakness marks priority targets on interval

Lantern of the Lost

Elyra

Homing soul bolts; nearby kills grant charges for bonus bolts. At full charge, Soul Release discharges area damage and briefly pulls XP.

Style: Homing soul bolts on spread targets

Mechanic: Soul Harvest charges and Soul Release area discharge

Oathsplitter

Garran

Twin piercing harpoons mark foes on each hit, stacking hunt bonuses. Pulls normal enemies toward Garran; elites less strongly, bosses not at all.

Style: Dual spread bolts with pierce

Mechanic: Hunt Mark stacks damage; pull by enemy type

Shatterheart

Sable

Blade volleys spawn splinters on every hit; crits trigger extra cascades. Critical splinters can fracture again into second-generation shards.

Style: Multi-blade volley without pierce

Mechanic: Guaranteed splinters; cascade fracture on crits

Heartstitch

Mira

Piercing needles build blood reserve from hits, more from elites and bosses. Spending reserve triggers area bursts; full reserve heals or shields.

Style: Piercing needle with target cap

Mechanic: Blood Reserve bursts and full-discharge heal or shield

Thunder Twins

Torven

Throwing knives pierce and stack static charge on hit. At threshold, overload discharges area lightning and chains to nearby foes.

Style: Multi-knife volley with pierce

Mechanic: Static Charge stacks trigger overload lightning

Loaded Dice

Rook

Each volley rolls one through six for different effects: bounces, pierce lines, explosions, or guaranteed crits. Repeated low rolls force a better roll soon.

Style: Fortune dice volley

Mechanic: Roll 1–6 per volley with bad-luck pity

Magnetar Core

Orin

Two of three attacks pull foes inward with magnetic pulses; every third is a repulsion volley with knockback. Pickups and elite hits charge scrap for stronger repulsion.

Style: Alternating attraction pulses and repulsion volleys

Mechanic: Polarity cycle and scrap-charged repulsion

Dying Ember

Cinder

Arc slashes apply burn and deal more damage the lower Cinder's health. While below threshold, burning enemies explode on death.

Style: Arc slash with target cap

Mechanic: Final Flare missing-HP scaling; burn death bursts

Trailrippers

Fenra

Boomerang blades hit outbound and on return. After dashing, the next volley pierces along your dash path; double hits cause rupture damage.

Style: Returning boomerang blades

Mechanic: Storm Trail dash-line pierce; Rupture on double hit

Gravewind Bow

Aren

Piercing arrows leave ash trails that tick damage and slow. Enemies standing in a trail take bonus area damage on direct hit.

Style: Piercing arrow spread

Mechanic: Ash Wake ground trails and Ash Cloud bonus hits

Skyneedle

Vaela

Homing bolts plant conductors that pulse area damage at intervals. Nearby conductors visually link; links deal no extra damage.

Style: Homing conductor bolts

Mechanic: Conductor pulses and Storm Network visual links

Silver Refrain

Korr

Returning swords seek spread targets; landing every sword builds rhythm stacks. Stacks add more swords and faster attacks on the next volley.

Style: Multi-sword returning volley

Mechanic: Blade Rhythm stacks reward full volley success

Run Auras

Choose one of 8 persistent area auras before each run — independent of your survivor.

Event Horizon

Gravity Ring

Movement

The outer edge of your aura strongly slows enemies that linger in the danger band, while the center stays calm.

  • Outer ring slow
  • Strong on entry
  • Weaker on bosses

Tidal Aura

Breathing Tide

Movement

Your aura pulls enemies inward for several seconds, then releases a forceful push pulse.

  • 3s pull, 1s push
  • Rhythmic control
  • Boss push reduced

Chainbound Aura

Linked Horde

Chain

Nearby enemies are tethered together. Damage to one linked foe echoes to its partner.

  • Enemy links
  • Echo damage
  • No chain recursion

Funeral Chorus

Soul Chorus

Death

Deaths inside your aura gather souls. Enough souls trigger a radial damage burst.

  • Souls on kill
  • Damage discharge
  • No fear effect

Plague Relay

Status Spread

Status

When a marked enemy dies inside your aura, a weakened status jumps to a nearby foe.

  • Burn, bleed, slow, mark
  • Weakened transfer
  • Limited relay chain

Stolen Seconds

Borrowed Tempo

Tempo

Dense hordes charge your aura. At full charge you gain attack speed while nearby enemies slow down.

  • Attack speed buff
  • Enemy slow pulse
  • No dash cooldown bonus

Blood Moon Aura

Crimson Pact

Risk

Enemies inside the aura take more damage and deal more contact damage in return.

  • Higher damage taken
  • Higher contact risk
  • Red warning ring

Oath of Stillness

Standing Ground

Risk

Standing still gradually strengthens your aura radius and pulse power. At full charge it releases periodic damage pulses.

  • Stillness tiers
  • Full-charge pulses
  • Dash breaks charge

Enemies

Horde archetypes escalate into elites and bosses — timed waves that test your build.

Elites are empowered variants of horde archetypes: Champion (from Normal), Pouncer (from Fast), and Bulwark (from Tank). They appear in timed waves after the elite unlock time.

Normal

Standard horde enemies that press toward you with baseline speed and contact damage.

Fast

Quicker but weaker horde enemies that close distance faster than normals.

Tank

Slow, tough horde enemies worth more XP and harder to burst down.

Ranged

Keeps distance and shoots projectiles at you instead of only chasing.

Splitter

Splits into smaller enemies on death, multiplying the horde.

Aura

Buffs nearby enemies with speed and HP while alive; priority target in dense packs.

Hellcaster

Telegraphs a red warning circle, then calls down a meteor strike. Up to five can be alive at once; unlocks mid-run.

World Events

Optional shrine bargains and 6 map-event objective types add risky buffs or combat challenges for gold and XP.

Shrines

Six shrine types with 30 total bargain options — trade risk for power mid-run.

Shrine of Greed

The ash remembers every coin never spent.

View options (5)
  • Golden Pact — + run gold vs + enemy HP
  • Blood Price — + run gold vs slower hearts
  • Cursed Profit — + run gold vs slower hearts (run-long)
  • Iron Tithe — + run gold vs faster enemies
  • Deep Purse — + run gold vs slower hearts (extended)

Shrine of Blood

Power drawn from pain and sacrifice.

View options (5)
  • Crimson Surge — Lose current HP for + damage
  • Pain Memory — Lose max HP for next Rare+ upgrade
  • Last Pulse — + all damage for a timed window
  • Vitality Exchange — + damage vs slower hearts
  • Bleeding Crown — Lose current HP for + crit chance

Shrine of Storms

Requires staff

Lightning answers those who dare channel it.

View options (5)
  • Chain Storm — + staff chain jumps
  • Static Focus — + staff cast speed
  • Storm Tax — + chain vs bow and sword attack speed penalty
  • Overcharge — + cast speed vs bow speed penalty
  • Thunder Bounty — + chain and + all damage

Shrine of Blades

Requires swords

Steel hungers for a wider arc.

View options (5)
  • Blade Rain — + swords per volley
  • Sharpened Arc — + sword damage
  • Heavy Blades — + sword damage vs slower sword speed
  • Whirling Steel — + sword count vs slower sword speed
  • Cross Wind — + sword damage vs slower bow speed

Shrine of the Hunt

Requires bow

Every arrow finds a crueler path.

View options (5)
  • Hunter's Mark — + bow damage
  • Splintering Shot — + bow ricochets
  • Focused Hunt — + crit chance vs reduced pickup range
  • Quick Draw — + bow damage vs slower bow speed
  • Predator's Gift — + ricochets vs reduced pickup range

Shrine of Fate

The next choice may rewrite your future.

View options (5)
  • Better Future — Next upgrade is Rare or better
  • More Choices — Next upgrade offers an extra choice
  • Banish Weakness — Lose HP; next upgrade excludes Common
  • Double or Nothing — Extra choice vs lose max HP
  • Fated Blood — Lose HP for next Rare+ upgrade

Map Events

Marked Pack

Slay the marked pack of green-tinted enemies.

Rift Surge

Seal the rift by slaying its spawn pulses.

Mega-Boss

Defeat the colossal Mega-Boss.

Corrupted Caravan

Slay the guards, then secure the caravan.

Treasure Goblin

Catch the fleeing goblin before it escapes.

Cursed Totems

Destroy the totems and their guards.

Meta Progression

Gold, training, relics, skill points, and achievements carry power between runs.

  • Earn run gold from kills, level-ups, bosses, map events, training, relics, shrines, Ash Levels, and Run Mutators.
  • Spend gold on Training, Relics, and Weapon Mastery in the Game Hub Character tab.
  • Runs award character XP toward skill points; harder Ash Levels and higher mutator risk earn more XP.
  • Equip up to three relics before each run for passive bonuses and triggered effects.
  • Pick one aura per run on Character > Auras, independent of your survivor.
  • Track 234 achievements across survival, combat, meta, shrines, events, and more.

Skill Branches

Offensive

Weapon damage, crit chance, and elite/boss damage.

Defensive

Max HP, armor, heart healing, dash invulnerability, and low-HP damage reduction.

Utility

Pickup range, XP gain, run gold, dash cooldown, and attack speed.

Quality of Life

Extra upgrade rerolls, locks, and banishes per run, plus longer shrine and map event interact range.

Training

20 permanent gold tracks across offense, defense, utility, and quality-of-life stats. Standard tracks reach rank 25; five Legendary tracks (Damage, Crit Chance, Crit Damage, Slayer, Phoenix) reach rank 50.

  • Each standard rank adds +1.5% to its stat (Legendary tracks use their own scaling).
  • Phoenix grants a one-time revive per run at rank 25.
  • Fate Sight adds upgrade rerolls at training ranks 5, 10, 15, 20, and 25.
  • Tracks include Damage, Crit, Slayer, Vitality, Bulwark, Magnetism, Learning, Prosperity, Dash, Haste, and more.

Relics

Equip up to three of 18 relics before each run.

Ash Compass

commonpickup

Increases pickup range. At max level, Magnets briefly increase XP gain.

Ember Charm

commonoffense

Every few kills grants a temporary damage boost.

Guard Stone

commondefense

Reduces contact damage. At max level, taking damage grants brief armor.

Runner Thread

commonmobility

After dashing, gain movement speed for a short time.

Coin Spark

commoneconomy

Kill streaks grant small run-gold bonuses.

Magnet Core

rarepickup

Magnets pull faster. At max level, Magnets grant attack speed.

Blood Needle

rareoffense

Critical hits have a small chance to heal the player.

Hunter's Sigil

rareoffense

Deal increased damage to elites and bosses.

Pilgrim Stone

rarepickup

Gain bonus XP until a target run level is reached.

Iron Ring

raredefense

A portion of armor increases Sword damage.

Storm Battery

rareoffense

Staff chains have a chance to jump one additional time.

Fletcher's Glove

rareoffense

Bow gains bonus crit chance when firing multiple arrows.

Blade Token

raremobility

After dashing, the next Sword volley is empowered.

Greed Coin

epiceconomy

Gain more gold, but enemies deal more contact damage.

Omen Lens

epicutility

Improves upgrade rarity.

Boss Tooth

epicoffense

Bosses have more HP but grant extra rewards.

Shrine Censer

epicutility

Shrines appear more often.

Void Pact

epicoffense

Gain all-damage bonus, but heart healing is reduced.

Achievements

234 achievements across 14 categories.

Survival
Combat
Progress
Ash Level
Elite
Boss
Training
Pickups
Shrines
Map Events
Relics
Evolutions
Mutators
Depth

Challenge Layers

Ash Levels, Run Mutators, and Depth Gates let you dial risk and reward every run.

Ash Levels

Ash Levels are optional difficulty tiers from 0 to 50, selected on the Fight screen before a run. Higher tiers stack enemy HP, contact damage, spawn pressure, faster elite and boss waves, and fewer hearts on the field. Each Ash Level above 0 grants bonus run gold. Clear a tier by surviving 10 minutes and slaying all trial bosses spawned by that mark.

Max Ash Level: 50 · 12 Depth Curses

Run Mutators

Stack 14 optional mutators on the Fight screen for bonus run gold.

Faster Horde

HordeRisk 2

Enemies move 12% faster.

Thick Skin

HordeRisk 2

Enemy HP increased by 20%.

Relentless Spawn

HordeRisk 3

Enemies spawn about 15% more often.

Elite Hunt

ElitesRisk 3

Every elite wave spawns one extra elite.

Elite Titans

ElitesRisk 3

Elite HP increased by 35%.

Boss Hunt

BossesRisk 3

Every boss wave spawns one extra boss.

Boss Titans

BossesRisk 3

Boss HP increased by 35%.

Fragile Hero

HeroRisk 3

You start with 25% less max HP.

Heavy Boots

HeroRisk 2

You move 10% slower.

Exhausted Dash

HeroRisk 2

Dash cooldown increased by 35%.

No Mercy Hearts

EconomyRisk 4

Natural hearts no longer spawn. Boss heart drops remain.

Starved Magnets

EconomyRisk 2

Magnets appear 50% less often.

Slow Learner

ProgressionRisk 3

Level-ups require 15% more XP.

Harsh Choices

ProgressionRisk 3

Level-ups offer one fewer upgrade card.

Depth Gates

Extract

End your run safely at a Depth Gate and keep all gold earned. Ideal when you want to bank progress without risking a death.

Descend

Bank your current gold, pick a Depth Curse, and push deeper for higher gold and XP while enemies grow tougher.

On Ash Level 1+ runs, Depth Gates appear after you survive key milestones and clear the chapter boss. Extract to end the run successfully and keep all gold earned. Descend to bank your current gold, pick one of three Depth Curses, and push deeper for higher gold and XP rewards while enemies grow tougher.

Depth Curses

Ashen Host

Raises the enemy cap and makes spawns faster.

Armored Swarm

Enemy HP increases.

Dry Earth

Fewer hearts can rest on the field; heart healing is reduced.

Hollow Learning

XP required per level increases.

Elite Dominion

Elites gain HP and deal more contact damage.

Restless Titans

Bosses move faster and their contact damage ticks faster.

Narrow Fate

One fewer normal upgrade card on level-up screens.

Scorched Ground

Fire zones spawn near you dealing max-HP damage per tick; stacks add more zones and larger radius.

Blood Toll

Each minute you lose a portion of max HP per stack.

Sealed Arm

A random standard weapon (Bow, Staff, or Swords) is sealed until the next gate. Signature weapons are never sealed.

Hunter's Tax

Normal enemies grant less XP; elites and bosses grant more XP.

Unstable Fate

Rerolls cost tokens; upgrade picks skew toward rarer tiers.

Arenas

7 distinct arena backgrounds — Map choice affects the arena background only. Random picks one of the seven arenas at run start.

Ash Arena

The default ash-scorched training ground.

Cursed Forest

Twisted woodland swallowed by cursed growth.

Land of Ash

Open wastes blanketed in drifting embers.

Abandoned Cemetery

Cracked headstones and forgotten graves under ashfall.

Bloody Ritual Ground

Stained earth where old rites still smolder.

Ruined Landscape

Shattered ruins stretching across the horizon.

Wetlands

Murky bogs where ash mixes with stagnant water.

Controls

Pause (ESC) opens the pause menu and is not rebindable. All other gameplay actions listed below can be changed in Settings → Controls.

Action Default Notes
Move WASDorArrow keys
Dash Space Short burst while moving; has a cooldown.
Open Upgrades Q Manual upgrade mode only, when a pick is waiting.
Interact E Shrines, map events, and Depth Gates when in range.
Reroll Upgrades R Upgrade modal only.
Lock Upgrade F Toggle lock mode, then click a card to pin it across rerolls.
Banish Upgrade B Toggle banish mode, then click a card to remove it from this run's pool.
Zoom In 7(also mouse wheel)
Zoom Out 6(also mouse wheel)
Run Speed Down 8 Adjust speed 1× to 5× during active gameplay.
Run Speed Up 9 Does not change your saved Fight screen default.
Pause ESC Not rebindable.

FAQ

Quick answers about weapons, depth gates, persistence, and difficulty options.

How many weapons can a run use?

Three weapons total: your survivor's signature weapon from the start, plus two standard weapons chosen at level 10 and level 20. You pick two of the three standard options (Bow, Magic Staff, or Throwing Swords) each run.

What is the difference between a signature weapon and a standard weapon?

Signature weapons are unique to each survivor, always active in hotbar slot 1, and cannot be sealed by Depth Curses. Standard weapons are shared across survivors, unlocked mid-run at levels 10 and 20, and can evolve into one of three specialization paths.

When can weapons evolve?

Evolution cards appear on the level-up screen once you meet run level, run time, and weapon-upgrade thresholds for that weapon. Each standard weapon can evolve once per run; the pick is permanent for that run and cannot be rerolled into a different path.

What happens at a Depth Gate?

On Ash Level 1+ runs, Depth Gates let you Extract to end the run safely with your earned gold, or Descend to bank gold, choose a Depth Curse, and continue for higher rewards. Banked gold is safe; at-risk gold earned since the last gate is partially lost on death.

What persists after death?

Meta gold spent on Training, Relics, and Weapon Mastery persists. Character XP, skill points, achievements, statistics, unlocked survivors, and banked gold from Depth Descends carry over. On death you keep all banked gold but only a portion of at-risk gold from after your last gate.

Are controls rebindable?

Yes. Movement, dash, interact, upgrade actions, zoom, and run-speed keys can all be rebound in Settings → Controls. ESC pause is fixed and cannot be rebound.

What are Ash Levels and Run Mutators?

Ash Levels are difficulty tiers (0–50) selected before a run; higher tiers add enemy pressure and bonus run gold. Run Mutators are optional challenge toggles on the Fight screen that stack freely for extra gold via a risk score — separate from Ash Levels.