

You don't control the hero. You control the skill tree. Grow an endless, procedural passive tree in real time while your hero fights the dungeon alone — every point you spend lands as a hit. Chain keystones and ultimates into a build broken enough to break the game itself.
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You don't control the hero. You control the skill tree. Grow an endless, procedural passive tree in real time while your hero fights the dungeon alone — every point you spend lands as a hit. Chain keystones and ultimates into a build broken enough to break the game itself.
Description

Build something broken enough to break every enemy — and the game itself.
You don't control the hero. They run the dungeon on their own: pick targets, swing, cast — and die if you built them wrong. The rest of the screen is the real game: an endless, procedurally generated skill tree that you grow in real time while the fight plays out.

Kills give experience, experience gives levels, levels give points. Every point you spend reaches the hero instantly: faster swings, thicker armor, a skeleton clawing out of the floor, a fireball that eats the room. There is no pause between strategy and combat — what you take in the next ten seconds decides whether your hero walks out of this room. Need a breath? Space slows time to 0.2× and lays out every stat.
Allocating any node fires a surge into everything around your hero and closes some wounds. Skill nodes cast the moment you take them. Spending in the thick of a fight is a weapon — saving points for a keystone is a gamble.

Ordinary nodes hand out percentages. Keystones rewrite how the game works — and every one of them sends a bill.
Glass Cannon — double damage, −40% health.
Vampirism — every hit heals you, regeneration is gone.
Archmage — +120% magic damage, physical damage halved.
Lord of the Dead — three more minions, your own damage halved.
Life Tap — every skill costs health instead of mana.
Twenty keystones and sixteen ultimates at triple the price. Broken builds are made of bargains like these.

The tree is generated from scratch every time: the nodes, the branches, whatever waits around the corner. A memorized route doesn't survive into the next attempt — only the skill of reading what you were dealt does. Sometimes necromancy shows up two nodes from the start. Sometimes half a run goes by without a single spell.

When your build outgrows the dungeon — bosses melting in seconds, every blow a massive overkill — the game says it out loud, names what you built (Glass Reaver, Bloodthirsty Archmage, Deathless Bonelord…) and remembers the floor where you broke it.

A boss guards every fifth floor, and The Treewarden waits on the twentieth. From floor eight the dungeon stops playing fair: the horde grows with every floor — up to sixty monsters at once, plus gold-ringed elites tough enough to survive your area damage. Win, and the Abyss opens: floors that never end, where the only question left is how broken your build really is.
Beat The Treewarden to unlock a second world for good: four frozen biomes, a bestiary that splits, explodes and heals its own, new bosses, The Frost Queen — and a frost branch of the tree built around slows, shatters and Deep Freeze.

Death ends the run and wipes the tree — but not your progress. New nodes unlock between runs: for kills, for depth, for builds you held together, for floors cleared without a scratch. The 85-node codex shows everything you haven't found yet and exactly how to earn it.

An endless, full-screen skill tree — the whole game lives inside it
A hero who fights on their own in real time; you build mid-fight (0.2× slow-mo, no pause)
A procedural tree, new every run, that reads at a glance: color = school, shape = type, size = tier
20 rule-breaking keystones and 16 ultimates at triple the cost
Warrior, ranger, mage, necromancer — and every hybrid in between
An 85-node codex unlocked through meta-progression
Two worlds of 20 floors, ten bosses and an endless Abyss
10–30 minute runs
Fully playable in 15 languages
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