
Zombie
Slow and stubborn. It walks straight at you and hits hard when it arrives. Burns well: fire does half again.
Weak to fire.
The Last Fire
A thousand fires were lit for the dying moon. Yours is the last that still answers.
You carry the last fire that still answers. The Halls under the ruined temple are a maze that is built new every time, and the dead walk it in waves. You see through your own eyes, with a sword in one hand and a shield in the other.
Play with a keyboard and a mouse on a computer, or with your thumbs on a phone held sideways.
| W A S D | Move |
|---|---|
| Shift | Sprint |
| F | Dash |
| Space | Jump |
| Left click | Attack |
| Right click | Block (the guard meter wears down) |
| Click while blocking | Bash |
| Shift + click | Cast |
| 1 2 3 | Select a spell (E fire, Q ice) |
| G | Bomb |
| V | Active item |
| Tab | Lock on (tap: next, hold: let go) |
| M | Map |
| C | Codex |
| X | Use a shrine, bell, lever or seal (and swap the active item) |
| T | Swap a passive by a maiden |
| 1 to 9 | Pick a passive |
| ` | Pause and settings |
Every key can be changed on the settings screen (the title screen has Settings, and so does the pause). It also has Mouse sensitivity and Invert up/down.

Turn the phone sideways and tap to begin: on Android the game then takes the whole screen and holds it sideways. If you swipe out of full screen the game pauses, and your next tap puts it back.
On an iPhone the browser cannot give a page the whole screen. Tap Share, then Add to Home Screen, and open the game from the icon: it has no address bar at all.
In Settings you can make the buttons bigger or fainter, switch to left-handed (the stick on the right, the buttons on the left), set how fast the view turns (Look speed) and how fast it tilts (Up/down speed), turn Invert up/down on, turn the vibration on hits off, and turn the full screen off. The buttons also fade by themselves after a few seconds without a touch.
Raising your shield turns most blows, but every block wears down your guard meter, and when it runs dry the shield drops and you are staggered. A block raised just before a blow lands is a parry: it costs you nothing and leaves the enemy open. Clicking while you block is a shield bash.

Sprinting and dashing cost stamina. When the bar is dry you are winded: you slow to a walk until it comes back, so do not run out with something chasing you.

Press Tab to lock on to the nearest enemy in front of you. Press it again to move to the next one; hold it to let go. On a phone, double-tap the look side of the screen instead. While you are locked on, A and D circle the enemy, and a dash with a direction held hops round it.
The wave before a boss or a champion, a bell of black iron rises in the middle of the maze. Go to it and press X: each ring (up to 3) makes the fighter that comes stronger and its rewards richer. Ring it only if you are ready.

Shrines are hidden in the maze: some heal and bless you, some ask for a price and give a reward. Walk up to one and press X when it asks. Bone marks are what the dead leave behind; they pay for the shrines.

Everything you can wear comes in six rarities. The colour of an item’s name tells you how good it is:
The map (M, or a tap on the radar on a phone) shows what you have found. Wide halls, narrow gates, the overgrown ruins and the Moon Fountain (one full heal, when you need it) are worth finding. Every run is under a full, half or new moon: a full moon strengthens the Moon Wave and the Fountain, a new moon darkens the maze and gives more loot. From the third wave some of the dead are elites, with a coloured ring under them: they are tougher and pay more. In the middle of the maze stands the Tree of Life: every maiden you free settles under it.

Press 1 2 or 3 to choose a spell, and Shift + click to cast it. Spells cost mana, which comes back over time. There is more on them below.
What the game’s own book says once you have met one of them.

Slow and stubborn. It walks straight at you and hits hard when it arrives. Burns well: fire does half again.
Weak to fire.

A rattle of old bones that is quicker than it looks. Frail, and the most common thing in the Halls.

A caster in black armour lined with red. She stops and raises an arm before every fireball: that pause is the moment to strike or to step aside. Ice bites her.
Weak to ice.

Its raised shield turns every blow from the front. Flank it, break the guard with a bash, or bomb it.
Weak to Rune Bombs.

Keeps its distance and looses fast, quiet arrows. Close the gap or break its line of sight.

Howls, crouches, then charges in a straight line. Step aside, or dash out of the line: a hound that meets a wall lies stunned.
Weak to fire.

A drifting light that passes over the walls and dives at you. Look up. Ice does double against it.
Weak to ice.

A smear of darkness until it is close, striking or hurt. A lit torch shows it, and so does the Veil-Piercing Lens.
Weak to fire and the Moon Wave.
The first is the Iron Knight, who comes to guard every fifth wave. The rest are kept under covers, so you can meet them in the Halls yourself. Open one if you want to know what is coming.

The Heavy. Three plates of armour shrug off a share of every blow and fall as it is hurt. The slam shows red before it lands. A perfect parry staggers it; a bomb ignores its plates.
Weak to Rune Bombs.

A walker of bone that never runs. A spell that lands while it winds up drops it to its knees, and only then do your blows count. The soul-fire in its ribs burns brighter each phase.

A water shield turns every blow aside; only ice touches it. Three Ice Shards freeze it solid. It raises the drowned, and it knows the Spire of its own making.

She walks unseen and puts out every torch she passes. Light is the answer: a torch lit again beside her, a fireball, a Moon Wave, or the Veil-Piercing Lens as she raises her sickle lays her bare. At the last she lets down the veil over the whole maze.

A queen in burning plate who turns the sword aside and cannot be burned. Lightning shatters a plate; ice bites it. Hold up a mirror when she throws her fire, and her own flame will bring her to her knees.
Weak to ice, fire, burning and Rune Bombs.

A forge that walks, with the last red fire banked in its chest. Its plates shrug off the sword, but a Rune Bomb cracks one off. When it draws breath and the furnace door swings open, a bomb that bursts at its chest goes off inside it and brings it to its knees. Let it run at a wall, and the wall will do the same.
Weak to ice, fire, burning and Rune Bombs.

The king who never came, hollow under his crown. He fights as a swordsman of the old court and throws cold fire, and five fires open him one by one: the glass in his chest shows the colour of the one he cannot bear, and the maiden of that fire sings. Answer the colour, and he kneels.
Swords and shields lie in the maze and drop from the bigger fighters; the best of them come only from bosses. You start with the Worn Iron Sword and a wooden shield.
| Sword | Rarity | Damage | Reach |
|---|---|---|---|
| Worn Iron Sword | Common | 15 | 2.6 m |
| Footman's Flanged Mace | Uncommon | 20 | 2.5 m |
| Tempered Moonsteel Blade | Rare | 28 | 2.7 m |
| Shield | Rarity | Blocks |
|---|---|---|
| Splintered Wooden Shield | Common | 80% from the front |
| Soldier's Iron Shield | Uncommon | 85% from the front |
| Item | Rarity | Damage or blocks |
|---|---|---|
| Executioner's Greatsword | Epic | 42 |
| Cursed Damned Blade | Epic | 44 |
| Spire of the Drowned Lich | Legendary | 60 |
| Relic Sunblade | Mythic / Relic | 85 |
| Tyrant's Ember Mace | Mythic / Relic | 95 |
| Forge Hammer | Mythic / Relic | 100 |
| The Hollow King's Sword | Mythic / Relic | 110 |
| Dreadguard Damned Shield | Epic | 92% |
| Moon-Mirror Aegis | Legendary | 95% |
| Aegis of the Forgotten | Mythic / Relic | 97% |
| Spell | Cost | Damage | Good for |
|---|---|---|---|
| Fireball | 25 mana | 35 | Burns. Zombies, in particular, hate it. |
| Ice | 20 mana | 25 | Slows what it hits to 50% speed for 3 s. |
| Lightning | 40 mana | 50 | On a chilled enemy it shatters: 1.8 times the blow, and it staggers. |
Fire and ice are also what some creatures are weak to: look at the card of each in the list above. A Rune Bomb (G) hurts everything round where it lands, and breaks a shield wall.
Some items are marked as damned. A cursed relic gives you something strong and takes something away. You can carry only a few, so read the plate that appears when you look at one.
In this browser, on this device. Press Continue on the title screen to carry on from your last checkpoint. Clearing the browser’s site data clears the save, and a different browser or device has its own.
Turn the phone sideways and tap to begin: on Android the game then takes the whole screen. On an iPhone, tap Share, then Add to Home Screen, and open the game from its icon.
On a phone use the phone’s version (the page /m/): it has a lighter picture. Close other tabs and apps. On a computer make sure the browser’s hardware acceleration is on; a laptop in battery-saver mode may need to be plugged in. In Settings you can turn off screen shake and the hit-stop pauses.
Yes: the Settings button on the title screen and on the pause card lists every key. It will tell you if a key is already taken.
Each level gives you one: a small permanent gift, chosen from a few. The freed maidens teach more, and you can swap one passive for another by standing near a maiden between waves.
They come only to those who have kept the Vigil to its end and chosen to rekindle the fire. Each time you rekindle it, a new Vigil begins from the first wave, and one flame is added to the ring round your level, in the colour of one of the maidens. From the sixth the whole ring burns and a number sits under it. The dead come back 15% tougher each time, and you carry a little more health and stamina; what you have learned (the book of creatures, the stones, your bone marks) stays with you.
At /patch-notes/, with the legal page at /legal/.