A lone armored HERO carries a lantern down wet stone steps into the immense blue-lit Deepwell.

DEEPWELL — Build a deck. Descend the drowned god-shaft.

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iOS · Mac · PCSteam · Web (browser)Early Access coming soon

Enter the well

Choose your HERO

Four HEROS. Four ways down.

Distinct decks, mechanics, and answers to the dark.
01Cairn, a playable HERO in DEEPWELL
Rubble given a Wellbound’s shape

Cairn

Gather Heft. Spend blood. Land impossible blows.

Carry the force of every hit until the whole shaft feels light enough to swing.
02Tidewright, a playable HERO in DEEPWELL
A salt-diver who borrowed the tide

Tidewright

Stack Brine. Fling Splinters. Turn discard into speed.

Empty a hand like a breaking wave, then make the cards already spent begin the next one.
03Lantern, a playable HERO in DEEPWELL
A drowned lamp that kept burning

Lantern

Channel Motes. Sharpen them with Clarity.

Tend a patient elemental engine until one exact turn sets the whole dark alight.
04Sounder, a playable HERO in DEEPWELL
A surveyor who never filed the report

Sounder

Gain Fathom. Hit harder. Surface before the debt comes due.

Measure one more impossible depth. Become stronger. Pay for every breath on the way back.

What waits below

Every room has teeth.

Six faces from a roster of sixty-two monsters.
01Warden Ninth, a creature in DEEPWELL
Act I · Elite

Warden Ninth

A sealed gate taught to walk.

02Bell Diver, a creature in DEEPWELL
Act II

Bell Diver

A drowned hunter carrying a chapel on its back.

03Brass Cantor, a creature in DEEPWELL
Act II

Brass Cantor

The hymn continues after the choir is gone.

04Bloom Penitent, a creature in DEEPWELL
Act III

Bloom Penitent

A garden grown from a prayer that failed.

05Nacre Golem, a creature in DEEPWELL
Act III

Nacre Golem

Pearl plate over something impossibly heavy.

06Vespers Jelly, a creature in DEEPWELL
Act III

Vespers Jelly

A last light drifting where no sky remains.

More cards, earned by playing

Choose what surfaces.

Every completed dive moves you toward a sealed pack. Open it to unlock three cards that can appear in future rewards and shops.Four packs for each HERO · 48 unlockable cards · no duplicates

FIRST LIGHT

LUMINOSITY PACKS

Open a brilliant pack of finished First Light cards, ready to enter the Well.

INSIDE THE LIGHT

Finished cards. Alive in your hand.

Each LUMINOSITY pack draws from a growing First Light collection.
Prism Lance+
Ninth Wave Refrain
Answering Weight

THE LIGHTWELL

TRULY UNIQUE PACKS

Three cards made only for you.Enter the LIGHTWELL and receive three owner-private cards with distinct structures, costs, capabilities, and gameplay fingerprints.
3 PRIVATE
Created for one owner
ONE OF ONE
Unique gameplay fingerprints
CORE INTACT
Standard decks stay unchanged
Join Early Access Neither pack changes standard decks or ordinary pack pools.
A mysterious TRULY UNIQUE card pack marked with an unknown sigil

FRONT REVERSE

Early Access reward

Guaranteed: one premium card experience.

Sign up for Early Access and begin with one premium animated card from the Well.
XPrism Lance+ AttackSpend all Energy. Deal X damage twice. For each card type played this turn, deal 2 more damage.
2Ninth-Wave Refrain PowerInnate. Whenever you Exhaust a card, gain 3 Block. The first time you Exhaust a card each turn, draw 1 card.
1Answering Weight AttackDeal 9 damage.

One premium card experience, guaranteed with Early Access.

Join the Early Access list
Examples shown from the current Foil Lab. Final card selection may vary.

Captured from the current playable build

The turn is yours.

Two direct looks at the decisions that shape a fight—and the cards waiting beyond it.

FILM 01 · current main build

Read the threat. Break the forecast.

Enemy intent tells you what happens next. Sequence the hand, spend the last point of energy, and turn a lethal forecast into an opening.

FILM 02 · current main build

Break the seal. Expand future dives.

Earn sealed packs through play. Reveal three new cards, then find those unlocks in later rewards and shops.

More than the deck

The deck is only half your arsenal.

Relics rewrite the rules of a dive. Potions are emergency levers you save until one impossible turn needs a different answer.

Carried for the dive

Relics

Let the run change you.

Find them after battles, in shops, and in the Well’s stranger rooms. Once carried, their effects keep shaping every fight.

  • First BellGain 1 Energy on the first turn of every combat.
  • Pearl VeilReduce small incoming attacks to a single point.
  • Diving BeltCarry two more flasks into the dark.

One use

Potions

Bottle the impossible.

Fill your belt with immediate answers: healing, block, energy, control—even a second chance at 1 HP. Drink now or carry the decision deeper.

  • Brackwater FlaskHeal 15 HP, in combat or between rooms.
  • Tide ChartChoose two cards. They cost 0 this turn.
  • Deadman’s FloatSurvive the next killing blow at 1 HP.

Build the deck. Read the room. Decide what is worth carrying deeper.

A new map every run

Learn the marks. Never memorize the route.

Every act rolls a different configuration of fights, events, shops, rest sites, treasure, and elites. Read the route you get—then choose what your deck can survive.

One well. Thousands of decisions.

327
Cards
62
Monsters
67
Encounters
20
Ascensions

Something at the bottom is still breathing.

Go find the answer.

Get first access

Join before the gates open

Sign up now. Descend first.

One signup reserves your launch reward and puts you first in line.
  • Free packStart your first delve with a promotional pack of cards.
  • First accessBe among the first players invited into Early Access.
  • All platformsiOS · Mac · PC · Steam · Web

Early Access · Coming soon

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