Atlas of Doors

Season III

The Descent Becomes Three Places

Season II remade the cards. Season III remakes the ground under them. The eight floors were always one corridor wearing different monsters. Now they are three places, and each one wants you dead in its own way.

Out now

One corridor, three places

Every fight used to be drawn from one flat pool: the same rat on floor 1 or floor 6, in the same room, to the same music. The whole run was one place. Now the descent tiles into three regions, each with its own roster, its own backdrop, its own bed, and its own way of killing you. You cross into a new one and it tells you where you are.

Floors 1 to 3

The Sunken Cellars

Cold water laps the stone, and it is rising. Something breathes in the dark ahead.

Fast strikers in rising water. The Cellars do not out-muscle you, they drown your tempo: Soak takes the mana out of your next turn, and the tide never stops climbing.

Cellar DripCellar DripA pool of the cellar given a slow will. It seeps into your boots.
Cellar LeechCellar LeechBloated on the drowned. It latches, gorges, and heals itself fat.
Silt CrawlerSilt CrawlerChurns the silt into a choking cloud and fouls your rhythm.
Drowned GraspDrowned GraspThe hands of everyone the cellar already claimed, reaching for the next.
The UndertowThe UndertowEliteThe drowned will of the cellars. The longer you wait, the higher it climbs.
Floors 4 to 6

The Bone Halls

The walls are made of the ones who came before you.

Slow bruisers behind walls of bone. The Halls punish patience: Rot compounds every single turn, never fades, and walks straight through your Guard. Stall here and the decay does the work.

Rot GrubRot GrubBurrows out of the bone-mortar to seed you with the first spore.
Grave MiasmaGrave MiasmaFeeds on stillness. The longer it lingers, the angrier it grows.
Ossuary HulkOssuary HulkA wall built to punish patience. Crack it and it hemorrhages rot.
Floors 7 to 8

The Warden's Gate

The last door. Every blow you strike, it weighs, and the verdict grows heavier than you can carry.

The gate does not fight you. It judges you, then charges you for it. Tolls, wards, and a wall of Guard between you and the only door that matters.

Gate AcolyteGate AcolyteKneels behind its ward and hushes the defiance out of you.
The Tithe-CollectorThe Tithe-CollectorLevies a toll on every soul that would pass. It takes its due first.
Gate BulwarkGate BulwarkA living slab of the gate. You break yourself on it before you break through.
The ArbiterThe ArbiterEliteThe gate's judge. It reads the sentence it means to finish you with.

Two new ways to be ruined

Season II gave you seven keywords to build with. Season III gives the dungeon two of its own. Neither is a bigger number. Both change what your turn is worth.

Soak

Soak

The water gets into everything. Each stack costs you one mana on your next turn, then drains away. It never touches your health. It just makes the turn you had planned impossible.

Pure tempo. The Cellars do not need to hurt you if you cannot act.
Rot

Rot

Decay does not tick down. Rot compounds every turn, never decays on its own, and ignores Guard entirely. A shield is not an answer. Speed is.

The one status in the game that gets worse the longer the fight runs.

The place you are in

Join the conversation

Tell us how the descent treats you. Sign in once and you can comment here and anywhere on the forum.

โ† Back to the forum

Season III is here. Twelve new foes, three biomes, two new ways to be ruined.

Play Atlas of Doors

Read the original announcement thread