DelveWright
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About the game
Un dungeon crawler à la première personne animé par l'esprit des JRPG classiques au tour par tour. Explorez The Below en temps réel, puis passez sans transition à des combats entièrement régis par des menus. Mettez votre butin en banque pour reconstruire votre ville en ruines, ou risquez-le en plongeant toujours plus profond. La mort ne vous coûte que ce que vous n'avez pas mis en banque. Le monde ne cesse de grandir.
Description d’origine sur Steam
Key Features
• Free-roam first-person movement with seamless transition into classic turn-based menu battles — no load screens, no separate arena
• Eight weapon classes with distinct playstyles; level-gated spellbook and build-defining affixes for depth and replayability
• Roguelite banking: gamble your loot going deeper or bank it to rebuild your ruined town — death costs only what you didn't bank
• Greed-scaled difficulty: the final boss feeds on your un-banked loot; banking is your counter-play, not a penalty
• Story woven into the loops: NPC rescues warm the world to you; ignore The Below too long and it turns cold
• Fifty floors across five strata plus Endless Shaft; New Game+ and Speedrun modes for veteran players
• Timed dodge on every hit — read the tell, defend on the beat, negate damage; combat pacing stays at 1x
• Controller-first design with full controller and keyboard support
About the Game
DelveWright is a first-person dungeon crawler wrapped around a classic turn-based JRPG. You move through The Below in real time - free movement, no grid, no tiles - until something finds you in the dark and the world snaps into a pure Dragon Quest menu battle. No random-encounter fade, no separate battle arena: the fight happens right where you're standing. When it's over, you're back to exploring in the same breath. The transition is the game.
Combat kept sacred.
Inside the menu it's the real thing: Attack, Magic, Item, Defend. Four elements, MP, status effects, spell flash, flash-and-dissolve deaths. No timing minigames or momentum gauges muddying the classics, but real depth underneath. Eight weapon classes, each playing differently. A level-gated spellbook. Build-defining gear affixes. Relics. And bosses with signature abilities. Every hit has a timed dodge — read the tell, defend on the beat, negate the damage. Combat is dodge-centric. Timing matters.
Every dive is a greed decision.
Loot you carry out can be banked to wright your fallen town back to life, reopening the smith, the apothecary, the guild. Each building pays you back. Or you gamble it on descending deeper, where the richest seams are. Die, and you lose only the un-banked haul. Your level, your gear, and the town you've rebuilt are permanent. This is not a roguelike that hates you. The tension is the greed, never the punishment. The world only ever grows.
A story that answers your greed.
The banking loop isn't just economy. It's the spine of the story. The final boss, the Overseer, scales with the un-banked loot you carry in. Your greed literally feeds it. Banking is the counter-play. Deeper down, a delve crew fights you using your own playbook - a mirror-match whose leader has a mid-fight beat of lucid recognition. Rescue the lost and the town warms to you, NPC by NPC. Ignore The Below too long and it takes an interest. The world goes colder and dimmer. A sealed letter you carry from the first minute pays off the whole thing. And the ending isn't a screen. You walk your rebuilt town, and every soul in it has a last word for you.
A dungeon with a bottom, then no bottom at all.
Fifty floors across five strata. Five stratum bosses. A campaign finale. Then the Endless Shaft opens - bottomless, with per-floor Depth Pressures that make each descent play differently. Plus New Game+ and a timed Speedrun mode for the long haul.
140+ Weapons and Gear, each with their own attack animations!
Steam Achievements, New Game +, Endless Floors and much much more!
An LLM was used in the creation of Store Front and Web page content ONLY.
All visual and audio assets were purchased via Itch.io and the Unity Asset store.
Credit to the creators can be found through out the release material.





Informations sur la démo et la sortie
Aucune démo n’est confirmée dans les données de vérification actuelles. Cela ne signifie pas que le jeu n’a jamais eu de démo ; consultez sa page Steam pour connaître sa disponibilité actuelle.
Démo Steam, playtest et accès anticipé : quelle est la différence ?
Informations et visuels : Steam · Dernière vérification UTC