
Act I · The Unquiet Dead
Hollowmere
A lantern-lit town at the edge of blighted fields, a flooded chapel and a graveyard that will not stay buried
A persistent co-op action RPG that runs in your browser. Type a name, pick a class, and five seconds later you are in a lantern-lit town with up to 39 other players.
No download, no sign-up. Click monsters to death, and keep the loot that drops for you alone.
Counting heroes…
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Duskbound is best played with a mouse and keyboard. You can still forge your hero here, then set a password and pick it up on a desktop.
From a lantern-lit market town to the last light at the edge of the Gloam. Every town is hand-set, and everything past its gate is rolled fresh for each instance.

Hollowmere
A lantern-lit town at the edge of blighted fields, a flooded chapel and a graveyard that will not stay buried

Saltmarrow
An oasis bazaar under a bruised dusk, and under the sand a king who traded away the sun

Emberhold
The last bastion of the Vigil, ringed by a moat of lava that never cools

Lanternwatch
A harbour on stilts in a storm that never ends. The tide comes in, and so do the drowned

Whitevigil
A cloister around the Great Bonfire, under an aurora. Stray from the fire and the cold takes you

The Last Lantern
Shattered isles over a starfield abyss, and the last light before the dark
Fifty-four skills with synergies that reward going deep. Pick a lane or split the difference.
Shield of the Lantern Line
When the lanterns of Hollowmere went dark, the Wardens stood in the gap between the light and whatever came out of the Gloam. Most of them are still standing there. In the ground.
Huntress of the Whispering Wood
The Stalkers learned to hunt the things that hunt in the dark: quietly, patiently, and from much further away than they would like.
Keeper of the Last Flame
Emberwrights tend the last true flames in the valley, and they have learned that fire, frost and storm are all the same argument with the dark.
Three to an act, each with its own phases, arena tricks and yells. Floors that rearrange themselves, a choir that shares one life, a knight who steps out of the mirror wearing your class.

Warden of the Unquiet Dead
Act I

Queen of the Spider Hollow
Act I

Lord of the Crypt of Ash
Act I

She Who Hums Beneath the Oasis
Act II

Last King of the Noon Court
Act II

The Seal of Noon
Act II

The Mountain That Ate the Patrol
Act III

Seraphine, Once of the Vigil
Act III

The Fire Behind the Door
Act III

Master of the Gallows Tide
Act IV

Three Voices Under the Nave
Act IV

The Sea That Swallowed the Moon
Act IV

Hoarder of the Last Warmth
Act V

Warden of the Pass
Act V

She Who Stopped the World
Act V

Who Drew the Halls
Act VI

Vey, Who Walked Into the Dark
Act VI

The Blank Before the Word
Act VI
Every drop is yours alone: no ninja looting, no roll-offs. Hold Alt and the ground lights up in blue, yellow, green and gold. Socket runes in the right order and a plain axe becomes a runeword.
Swung once at the Gloam. It flinched.
Worn by the last king of the Noon Court, the night he sold the sun.
16 runewords, 20 runes, 35 gems, sets that reward the full kit, and uniques with lore worth reading
Thirty-four pets to hatch, name and keep, from a chick that hoards coins to a void kitten. Eggs drop in the wilds, the rare ones only from their boss, and a pet carries a small gift: gold find, magic find, or a nose for loot.

“Quick, clever, and deeply unbothered by the dead.”

Every hero owns a garden plot with a little cottage on it. Press H to walk home and B to build: raise walls and roofs, lay floors, furnish the rooms, light the hearth.
Mount a boss's drop on the wall as a trophy, leave the gate open, and let your friends /visit and sign the guestbook.
Beat the finale and the world starts over, harder. Then open the rifts and climb.
Monsters thirty and sixty levels up, resistances torn away, and better treasure the deeper you go.
Timed runs through three to five floors of every act, with modifiers and a guardian. Clear in time to climb a tier.
Reading the ladder…
Top heroes, fastest boss kills on every difficulty and the deepest rift clears, solo and in parties.
One life. A fallen hero lingers as a ghost in town, and its tombstone stays on the ladder for good.
Every zone instance seats forty. Towns are the social hub; out in the wilds a party forms by walking up to someone. Invite, whisper and trade from the chat, and hand a friend gear by dropping it at their feet.
Plug in an Xbox or PlayStation pad and the whole game follows: stick to move, face buttons for skills, the menus navigable end to end. The glyphs follow whichever device you touched last.
Left-click the ground to walk, click a monster to hit it. Right-click casts your right-hand skill. Hold Shift to stand your ground.
Eight hotbar slots on Q W E R A S D F, potions on 1–4. T opens the skill tree.
Hold Alt to label everything on the ground in its rarity colour. I for your bags, C for your character.
It takes one name and one click. Your hero will be waiting in Hollowmere.
Pick your hero