
DESCEND TOGETHER
Hollowdeep Mine
Some doors should stay sealed.
5 players · 4 bosses · About 30 minutes · Levels 8-13
Open nowENTER HOLLOWDEEPFurther below.
Five adventurers. One way through.
Concept artThe Bloodforge
Embercrag · Levels 8-13
Hundreds of hands have been pressed into the basalt arch, rubbed to shining bronze over generations. One mark is new, and red. Inside the crater forge, rival clans fight over stations that never cool, and something in the oldest fire has learned how to speak.
Concept artTemple of the Sleeping Grove
Luminwood · Levels 11-16
Climb the switchback stair to the cleft at the top of the cliff, where amber light breathes in and out of the mountain. Thorns as thick as a man's waist have forced the old root doors apart. The deer on the slope sleep facing the gap. Something under Luminwood is dreaming, and the forest has started dreaming with it.
Concept artRiverfang Warrens
Greenwater Basin · Levels 17-23
The path runs along a rope-railed ledge and then behind the waterfall. Past the curtain, a cave braced with lashed timber and fish-bone charms breathes warm steam. The Riverfang are waiting inside, and something huge stirs in their sacred pool.
Concept artAshwater Gaol
Amberfield · Levels 18-24
A grey stone tower shaped like the prow of a ship splits the two rivers where they meet, and families on the quay waiting for prisoners who never come out. Watch the guards' lanterns, learn the bastion rota, then choose your way in: the front gate, the sewers or the breach. It's a rescue, not a raid.
Concept artExperimental Works No. 7
Cogmere · Levels 19-25
Every warning sign in Cogmere's most ambitious workshop is accurate, and that is the problem. Today the central tower is trying to fly away, held down by four ship's anchors, a safety inspector engine audits you as you bleed, an inventor throws switches with alarming enthusiasm, and at the bottom of the shaft hums the Completely Safe Reactor.
Concept artThe Abandoned Delve
Ironvale Highlands · Levels 21-27
High on a silent spur, the great winding wheel has stopped and every lamp on the pithead rack is gone, yet a great stone hauler still walks out of the adit with its load every evening. Below, the mine's machines kept working after the miners left: stone haulers still carry ore, an overseer still hands out work orders, and in the deepest hall the Heart Engine's pistons beat faster every year.
Concept artTomb of the Sand King
The Dustlands · Levels 23-29
Walk the avenue of sentinels to the seated king, as tall as a cathedral, his hand raised in greeting for a thousand years. At noon, gold sand pours from his crown. Scavengers have dug a ramp between his feet to a broken seal, and one of the sentinels has started to turn its head.
Concept artTemple of Teeth
Bloodroot Jungle · Levels 23-30
The cult carved a whole cliff of blood-red stone into the jaws of a beast, set with real fangs taller than a house, and every dusk they lay the feast table in front of it. The cult built a temple to the thing that eats them. Every dusk its roar shakes the trees, and it still comes to dinner.
Concept artThe Rootbound Crypt
Thornwood · Levels 24-30
They buried a king beneath Thornwood's oldest oak, and the oak kept him. Walk under roots as tall as towers, past mourning shades and coffins wrapped in living wood, to the heart of the oak, where the King Beneath the Roots has grown into the trunk, crowned and half bark, still holding his own coffin in his roots.
Concept artOchrewatch Keep
Redstone Marches · Levels 28-35
Two armies fight over a red-rock fortress that climbs its cliff to a lightning-struck spire. Between their sandbag walls, a ragged breach in the rock breathes warm air, and the stone underneath the keep is older and stranger than anything either side built.
Concept artThe Drowned Fleet
Stormbreak Coast · Levels 28-35
The salvagers' rules are nailed to the first plank. No swimming after dark. No swimming. If a dead man waves, do not wave back. Walk the lantern-lit hull-walk out through a forest of broken masts, over water so clear you can see the crews still working the sunken decks below.
Concept artStoneward Halls
Whitecrown Peaks · Levels 33-40
Two stone kings lie on their backs in the snowy mountainside, faces to the sky and swords on their chests, and the ramp climbs between them. Warm meltwater veils the great door. Two armies went in. Their footprints go in and none come out, and lately the kings' heads have started to turn.
Concept artThe Basalt Cut
Blackstone Barrens · Levels 33-40
A terraced pit of black stone, gantries and swinging ore buckets, where two expeditions dug from opposite sides toward the same treasure. Now the work lamps are going out one by one, and the ground is digging back.
Concept artThe Mere Chantry
Mistfen · Levels 37-45
Wade the drowned roof ridge through a black lake, past drowned stone heads that all face one way, to a leaning spire. Climb its outer stair to the open bell chamber 46 metres above the water, where a whirlpool hangs in the air, pulsing cold blue.
Concept artThe Spirit Warrens
Spiritwood · Levels 38-45
The colour drains out of the valley before you reach the door. Under the arch of a giant ash root, silver light leaks from a cave while hundreds of wisps circle it like moths around a lamp, and beside it stands a second, mirrored cave that leads nowhere at all.
Concept artRuins of Telassar
The Lost Shore · Levels 38-45
A white water-gate stands open at the edge of a turquoise lagoon. At dusk its lamps light themselves, the mooring rings are polished and the windows glow warm. Everything has been kept perfectly for the people who left, and in one lit window, someone is still standing.
Concept artThe Sanctum of Saint Ardyn
The Crownlands · Levels 41-51
An abbey built across a great sea-arch, one holy order and one rite that must not finish. Wade the causeway under falling stones while your own side's trebuchets shake the walls, then fight your way through Cloister, Reliquary, Bastion and Cathedral to learn what the order is really guarding.
Concept artThe Iron Arena
The Great Steppe · Levels 43-50
Twelve chain masts, a sand floor and three tiers of roaring crowd. The odds are chalked on the board outside, and they are not in your favour. Walk out through the Beast Gate and face whatever the announcer calls next.
Concept artRimehold
Frostmere · Levels 48-55
The glacier came through the garrison's front gate and stayed. Duck under the portcullis frozen in mid-drop, past the duty roster iced to the wall, into a fortress where the ice remembers the soldiers and something vast sleeps behind the deepest wall.
Concept artThe Cinder Crown
Dragonspine · Levels 48-55
At the heart of the caldera, an ash-grey dragon lies coiled around the tallest spire like a crown, wings raised, ember light running through the cracks in its hide. Poachers have chained the sanctuary's young, and the eldest of the caldera has stopped asking politely.
Concept artObservatory of Stars
Skyreach · Levels 51-58
Cross a cable bridge over 900 metres of air to a white dome on a needle of rock. At night the constellations lock into place like the gears of a clock. Its great lens was never built to look up at the stars. It looks down at the world.
Concept artCathedral of Ash
The Ashen Coast · Levels 52-58
On a sea cliff stands a roofless cathedral where ash falls like snow and the dawn hymn never ends. The congregation never left the service. Push through the great black door and walk the nave between the kneeling rows to the cantor who is still leading them.
Concept artBlackwake Prison
The Ashen Coast · Levels 53-60
Take the ferry across the Sound, or the drowned steps at low tide, to an island prison of black basalt in an endless storm. Each lightning flash shows you something new on the gallows. They never executed the headsman. They just stopped feeding him.
Concept artThe Silent City
The Dead Expanse · Levels 54-60
Under a pearl dome in the desert, the streets are lit, the fountains run and the windows are warm. The script over the gate lights up letter by letter as you pass beneath it. Nobody has been home for a very long time, but a procession still walks in without leaving footprints.
Concept artThe World Engine
World's Edge · Levels 54-60
Three colossal rings stand on the green headland, grinding out of step and throwing blue lightning into the sea. Beneath them a spiral ramp winds down a great well into light. It was built to keep the world running, and it is running badly. Every gauge inside tells the truth, and none of them is good.
Concept artThe Inverted Tower
The Broken Lands · Levels 54-60
A tower hangs upside down from the belly of a floating crag, its spire pointing into a bottomless chasm while waterfalls pour upward into it. Cross the chain-bridge over open sky to the glowing door at its root. The tower grows down, and so does the climb.
Concept artCrystalheart Depths
The Crystal Wastes · Levels 54-60
Deep under the Crystal Wastes, a great crystal hangs from roots of glass and hums. It remembers everyone who came this way: you can see them inside it, still standing where they stopped. Some of them have started to look like you.
Concept artThe Underroad
The Hollow Kingdom · Levels 54-60
Borrow a lamp at the ninth arch and step over the broken toll-gate. Beyond it, a highway runs for miles through the dark: bridges over abysses, lost caravans and districts no map remembers. The road continues. The caravans didn't.
Concept artSiege of Kar'Dur
Kar'Dur, the island sea-fortress · Levels 60
The fortress has held the strait for a hundred years. Today the banners go up, the catapults fire and the sea-gate takes the first ram. Every assault is different, so pick your lane, breach the walls and take the bastion, or go down with the ships.
Concept artThe Depths of Hollowdeep
Briarhollow Reach · Levels 60
You were ten when you first stood at the bottom of Hollowdeep and looked at the door. Come back now. The door is open, and the mine was only ever the doorstep.
Concept artThe Undersleep
Frostmere · Levels 60
For years, the only thing anyone could say about the long crevasse was that the ice is warm. Now it has split open, ladders hang down into the blue, and deep inside the glacier something enormous is breathing. The battlefield is its body.
Concept artThe King's Descent
Crownlands (beneath Highcourt) · Levels 60
Every king of Highcourt was buried in the royal crypt beneath the city. Follow the stair down past their effigies and their banners until the heraldry gives way to something smoother, paler and much older. Something was buried here before the first king.
Concept artThe First City's Lower District
The First City · Levels 60
The spiral stair winds down around the great buried drum of the First Gate into a district where the streets curve up into the walls and arch over your head. The city has rules. Learn them quickly, because they change.
