

Your party fights on its own. Who stands in it and what they carry is your call — and that is the whole game. 12 heroes, 9 keywords that chain into gold combos, 100 maps, 440 grotesque 3D monsters, 100 bosses and an upgrade ladder that can destroy your best item.
Overview
Your party fights on its own. Who stands in it and what they carry is your call — and that is the whole game. 12 heroes, 9 keywords that chain into gold combos, 100 maps, 440 grotesque 3D monsters, 100 bosses and an upgrade ladder that can destroy your best item.
Description
There is no attack button in Quartermark. Your four heroes fight on their own — across 100 maps, 3,400 floors and 440 monsters built to make you flinch. What you control is the only thing that decides whether they win: who stands in the party, what they wear, and which skill you feed.
Set up. Watch. Adjust. Then watch the party you built tear through a boss that wiped you an hour ago.
Every creature is its own hand-built 3D model with its own skeleton and its own animations — it breathes, strikes, flinches and dies its own way. A rotting stag. A pharaoh in gold. A dragon on its eggs. A brain walking on spider legs. Things you will not have a name for.
Fire beasts smoke. Storm beasts crackle with lightning. Ghosts trail mist. And creatures wander between lands of their kind, so no map settles into the same five faces.
Every hero has four skills and they always mean the same thing, so a new hero is never a new rulebook:
Nine keywords — Poison, Bleed, Burn, Freeze, Weaken, Shield, Fury, Thorns and Ward — are shared between heroes and items. A hero and a weapon that share one are worth more together than either is apart.
Certain heroes empower each other. Put the right two side by side and their skills grow — and the moment it fires, the screen goes gold. Building for the stars is the deepest thing you can do.
Every boss drops a piece of gear. Then you gamble it: every +1 multiplies every stat on the item, and every attempt can destroy it outright. The odds are printed before you commit.
Sell what you cannot use for souls — the currency of every upgrade and every new hero. A +10 is worth more than twice a +0. That, and nothing else, is why anyone risks one.
Prestige wipes the floors and your hero levels. It does not touch your gear, your souls, or the heroes you bought. You come back with a permanent tree that compounds.
The point was never to get back where you were. It is to get past it.
Hit a wall three times and the game opens the file on it: what killed you, what it did to you, who fell first, and exactly which keywords were running on both sides.
It never tells you the answer. Finding that is the game.
The free demo is the first ten maps and their ten bosses, four heroes and ten prestiges — a few hours of the real game. Wishlist Quartermark to hear the moment the full climb opens.
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