Someone has to carry the light down.
Six keepers went down the stair. None of them came back. Their lanterns did, and they’re still burning at the stair head. Pick one up and carry it down a hundred floors. It keeps going while you’re away.
Pick a lantern. Send it down.
You don’t have to be watching for the stair to run. Pick whose light you carry, send it into the dark, and put what it brings back into going further.
Take up a lantern
Six lanterns sit at the stair head, one for each keeper who didn’t come back. You’re not picking a class. You’re picking whose death you carry down.
Carry it down
Your keeper fights its way down floor by floor and banks ember long after you’ve locked your phone. Come back to a fuller bag than you left.
Break the warden
Every ground has a warden at the foot of it, and some of them used to carry the lantern in your hand. Put it down, take what it drops, keep going.
The light has to be carried down.
Someone fills a lantern at the furnaces, someone carries it down to the next stage, and someone takes it from there. It has been done that way longer than anyone at the Landing can account for. The people who do it are called keepers, because keeping the light moving is the work.
The last expedition was six keepers. None of them came back. Their lanterns did. All six were set in a row at the stair head, and they are still burning, which is the part nobody at the Landing wants to talk about.
A lantern that comes back without its keeper is a lantern somebody carried back. Nobody will say who.
You were at the Landing when the lanterns came home, which is the only qualification the job has ever asked for. So you pick one up. The stair calls you a keeper from that moment, and the first thing it wants to know is whose lantern you are carrying.
Ten grounds. A hundred floors.
It runs from a quiet landing down to something that should have stayed sealed. Each ground is older and worse than the one above it.
Someone is still down there.
They stopped at the ground they knew best and never left. Here are the first few you’ll meet. The rest are further down than we’ll show.





Five more are waiting further down. You’ll meet them when you get there.
There’s more to it than the fall.
Gear you’ll rebuild a dozen times, and a few long games to keep playing past the bottom.
What it is, and what it isn’t.
A deep idle roguelite that still respects the ten minutes you actually have.
✓What it is
- An idle roguelite. It earns while you’re away.
- Ten grounds, a hundred floors, a warden on each.
- Loot-driven, with ten slots and eight uniques to hunt.
- Deep enough to lose a month in: forge, mastery, paragon, torment.
✕What it isn’t
- Not a twitch game. The keeper fights, you build.
- Nothing to babysit. Come back to a full bag.
- No daily streak to protect and lose.
- Not a timer with a skin on it.
Keeper’s Descent is an idle roguelite we’re building at the studio. You pick up a dead keeper’s lantern and carry it down a stair that should have stayed empty.
It works while you’re away, and it goes a long way down.
Get the knock when it’s ready.
It’s still being built. Leave your email and we’ll tell you when there’s a floor to fall down. Nothing else.
On the list. We’ll be in touch when it’s time to descend.