Relics rewrite the dice
Beat an elite or a boss and pick one of three relics. Loaded Pips adds +1 to low rolls. Snake Charm turns a 1 into +60% damage. Glass Die gives and takes 40% more. Relics last the run — they are the gamble you choose.
Roll the die. Climb the Spire.
Keep what you earn.
A 3D dice-board roguelike. One die decides where you land — a monster, a treasure, a forge, or the Boss Gate. Die and you restart the climb, but your gold, gear and companions are yours forever.
Thirty seconds is all it takes to understand. Thirty floors is another matter.
Tap ROLL. A stone die tumbles and decides how far along the ring you hop. Relics can nudge that number — or turn a bad roll into a weapon.
Every tile means something: monsters, treasure, a campfire, a merchant, a forge. The glowing rim tells you what's coming before you get there.
Battles run themselves — you spend them wisely. Slash, Flame Burst and the Pyre Verdict ultimate are yours to time, and your pet fights alongside you.
Pass the Boss Gate to clear the floor. Merge three matching pieces of gear into something stronger, then walk into a meaner floor.
A roguelike where dying costs you the run, never the progress.
Beat an elite or a boss and pick one of three relics. Loaded Pips adds +1 to low rolls. Snake Charm turns a 1 into +60% damage. Glass Die gives and takes 40% more. Relics last the run — they are the gamble you choose.
Weapons, armour, rings and charms drop across six grades from Common to Mythic. Three identical pieces merge into the next grade, and gear survives death — every run makes the next one easier.
Hatch eight companions with Gems. Moonstag heals, Frostwolf freezes, Shadowshiba marks targets for extra damage, and Ghostmare revives you once per battle. Three slots unlock as your account levels.
Milestones and daily quests pay Gold, Gems, Energy and Points. Points are the ledger that matters — they accrue from your very first roll, long before the token exists.
Floor 1 is a guaranteed win — that's the tutorial. From there enemy health grows 16% and damage 14% per floor, elites appear at floor 6, and every fifth floor is a major boss: Mush King (5), Gob Warlord (10), Twin Ghosts (15), Dragon of the Spire (20), Demon Regent (25), and The Ember Sovereign at floor 30.
Play first. The token is an extension of the game, never a gate in front of it.
Every kill, floor and quest banks Points. After launch, Points convert to $HIROLL. Until then there is nothing to sign up for and nothing to buy — just play, and your points wait for you.
Connect Phantom, Solflare or Backpack and your progress binds to the address — not to a browser. The same address restores the same climb from any wallet app, on any device.
Fees small enough that claiming your points doesn't eat them, and confirmation fast enough to feel like part of the game. Guests can play and bank points forever — the wallet is only needed when you want to claim.
Nothing is lost by playing before launch. Points recorded today count the same as points recorded after. No presale mechanics inside the game, no pay-to-win shop — Gold and Gems are earned by climbing.
No pay-to-win shop inside the game. Gold and Gems are earned by climbing, and points convert to $HIROLL after launch.
No install, no wallet, no sign-up. Just a die and thirty floors of trouble.
Play Free