Final Depth is a traditional roguelike about a dungeon that remembers you. Descend one turn at a time through a branching, permanently generated dungeon — every floor you leave stays exactly as you left it, corpses and all. Die, and it's all over: permadeath, no take-backs, no grinding your way back to where you fell.…
Final Depth is a traditional roguelike about a dungeon that remembers you. Descend one turn at a time through a branching, permanently generated dungeon — every floor you leave stays exactly as you left it, corpses and all. Die, and it's all over: permadeath, no take-backs, no grinding your way back to where you fell.
You're not just pushing deeper — you're racing the dungeon itself. Linger too long on a floor and its reinforcement clock ticks toward more monsters, not fewer. Loud fights draw in the neighbors. The only way out is down, and the only way down is through.
Pick from five ways to fight: the berserker's charge-and-cleave brutality, the bishop's smiting and healing, the space wizard's gravity-bending spellbook, the vagrant's scavenger's toolkit, or the wolf — a hero with a second body.
One main dungeon branches out into five distinct biomes — the drowned depths, the fungal grove, the undead catacombs, the frozen ice caverns, the molten lava caverns — each with its own monster roster, its own terrain, its own boss, and its own music.
Key features:
Permanent, persistent floors — a branching plus five themed side-branches, procedurally generated every run.
True permadeath — one life, one run. Can you make it to the end?
Five classes — hand-place or roll your starting attributes, then grow through class abilities, talent trees and gear you find along the way.
A dungeon that pushes back — a per-floor reinforcement clock, noise-scaled monster hearing, and elite variants punish camping and reward moving with purpose.
Full spellcasting — bolts, area spells, and utility magic aimed at a body, a spot on the floor, or yourself.
Living audio — every spell, every monster's death rattle, every footstep synthesized and authored so combat never sounds quite the same twice, layered under a score that shifts biome to biome.
Shops, chests, and real loot — rare keepers who'll buy and sell, treasure chests worth prying open, and gold piles that grow visibly with their worth.
Full keyboard/mouse and gamepad support — fully rebindable controls, automatic input-scheme switching, and a controller action wheel for spells and abilities.
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