
DELVERS: Dragon's Hoard
A run-based party autobattler. Assemble ten heroes, build them on a sprawling skill tree, then send them marching into the dark - Vigor only ever goes down. Collapse, spend the haul, delve deeper. Dragons guard every tenth depth.
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7 itemsAbout the Game
DELVERS: Dragon's Hoard is a run-based party autobattler incremental. You don't control the heroes in combat - you assemble them, upgrade them on a sprawling skill tree, then send them marching into the depths where they fight on their own. The catch: Vigor is the only resource, and it only goes down. Every enemy hit and every step deeper drains it. When it hits zero the run is over, but the gold you hauled back is permanent, and it buys a party that reaches further next time.
Descend far enough and the biome turns against you: slimes give way to kobolds, then goblins, skeletons, and finally the demons and eldritch horrors of The Deep. Every tenth depth a dragon blocks the way, telegraphing a cone of fire you have to read and survive. Kill it once and it drops a Dragon Heart - a one-time currency that unlocks the tree's most dangerous keystones.
It's a game about attrition, greed, and knowing when to turn back.
KEY FEATURES
Descend far enough and the biome turns against you: slimes give way to kobolds, then goblins, skeletons, and finally the demons and eldritch horrors of The Deep. Every tenth depth a dragon blocks the way, telegraphing a cone of fire you have to read and survive. Kill it once and it drops a Dragon Heart - a one-time currency that unlocks the tree's most dangerous keystones.
It's a game about attrition, greed, and knowing when to turn back.
KEY FEATURES
- Ten classes, one party. Knight, Berserker, Archer, Cleric, Wizard, Thief, Bard, Paladin, Necromancer, Warlock - each with its own range, cadence, and role. Hire them from the tree and watch the formation fight without you.
- A 70-node skill tree with 9 keystones, 3 duo fusions that only unlock when two paths meet, and hidden nodes revealed as you push outward. Respec-free: the tree refunds anything it reforges.
- Four elemental brands. Ember, Rime, Storm, and Acid turn ordinary hits into burns, chills, forks, and corrode stacks.
- Dragon bosses every 10 depths, each with a cone-breath attack you must step out of - and a once-only Dragon Heart on first kill that funds heart-tier keystones like a second wind, a drake companion, and a dragon-slaying pact.
- Potions and momentum, the only verbs mid-run. Three potions on a belt - Heal, Fury, and Dragonfire - plus a momentum system that rewards clearing a room without taking a single hit with escalating gold.
- Made of pixels. Crisp pixel art, six biomes, dozens of enemy types.