Wardens of the Deep
A woven tapestry of the four peoples going down into the deep: dwarfs, goblins, dark elves and the shrouded dead, each by their own road.

Dig down. It gets worse. That's the point.

Dig a dungeon out of living rock, raise its halls and a Host to guard them. Then step into any creature in first person, lead your champion down the stairs and delve into a Deep with no bottom.

Four peoplesSteam Early AccessWindows PCSolo or co-op for four
There Is No Sky

Four peoples. One Deep. No sky.

Every Warden's first launch opens with this tapestry, whichever of the four peoples you choose. Press play and hear it in the Dungeon Spirit's own voice.

  1. Tall tapestry: four peoples go down side by side, dwarfs with lanterns and packs on a stair, dark elves sliding down ropes, goblins scrambling down ladders, and skeleton spearmen in red shrouds descending a stone stair, with dark arches below.
    I · The Descent

    We came down

    There is no sky here. There never was, for us.

    We came down because the stone was the only thing that would have us, and we found the others already here.

  2. Tapestry in four arches: dwarfs counting gold coins and ingots at an abacus, dark elves listening at the rock wall, goblins swarming up ladders with torches and clubs, and the dead rising from their stone tombs.
    II · The Others

    Already here

    The dwarfs, counting. The elves, listening. The goblins, everywhere. And the dead… for any reason but their own.

  3. Tapestry in two bands split by a vein of gold ore: dwarfs and dark elves dig towards it from either side above; goblins and skeletons dig towards it from either side below.
    III · The Tunnels

    Every wall is an argument

    Nobody shares a tunnel willingly. Every wall is an argument. Every seam of ore is somebody's grievance, held over from a war nobody alive remembers starting.

  4. Tall tapestry: a dwarf, a dark elf, a goblin and a skeleton each dig in their own cell, floor below floor, the lowest diggers already turned to bones; at the bottom a great red heart spreads its roots through the rock.
    IV · The Heart

    The world has a heart

    And underneath all of it, the story. That the world has a heart, and it is down, and whoever reaches it stops being one thing… and starts becoming something else.

    Maybe it is true. Every generation digs a little further, a little deeper. Those that do… do not come back to tell us.

    So dig. Hold what you take. And do not listen too closely to what the dark says back.

You are the Warden

Choose your people

An unseen lord of the deep, bound to a heart of stone and fire. You never walk the tunnels yourself: your workers carve the dungeon out of living rock, claim it tile by tile and haul its stone home.

Each of the four peoples keeps its dungeon its own way, with its own heart, rooms, creatures, champions and talent trees.

Tapestry: a hooded old storyteller talks by a cooking fire to a dwarf, a goblin, a dark elf and a shrouded skeleton, their shadows looming on the cave wall behind them.

The Dwarfs

During Early Access

Stern and industrious, counting and building. Picks, hammers, ingots and cogs.

The Dark Elves

During Early Access

Silent and watchful, listening at the walls, half in shadow.

The Goblins

During Early Access

A swarming, chaotic crowd. Clubs, torches, bombs and ladders. Never in ranks.

The Undead

The first to open

Orderly and patient, in ranks and processions. They did not come down here. They were already here.

Champions: the Hollow Knight, the Pale Lich, the Gravesinger.

The first people: the Undead

The Warden's Charge

Each of the four peoples will open its dungeon with a tapestry of its own. The Undead's is the first: the Dungeon Spirit telling a new Warden what they have taken on.

  1. Tapestry: the Warden, a dark-robed hooded spirit, reaches over the heart-shrine and its floating skull while bearded skeleton workers dig with shovels and heap stones around it.
    I · The Heart

    A heart of bone and ember

    Listen, Warden. Below the last root and the last stone there beats a heart of bone and ember. It has chosen you to keep it.

    That is the Core. While it burns, your halls live. Let it be battered, and every room you raised falls silent, until you mend it.

  2. Tapestry in two bands: the Warden's ghostly hand points bearded skeleton workers carrying stone towards a keep; below, they dig through the earth with picks and shovels.
    II · The Hands

    Dig, claim, see

    Your hands are many, and none of them are your own. Mark the earth, and your workers will dig it out, claim the floor, and raise the walls in your colour. Ground you claim is ground you see.

  3. Tapestry: the Warden, a pale hooded spirit, pours itself as smoke into the skull of the champion, a patchwork skeleton with a club, while bearded skeleton workers with shovel and pick kneel on either side.
    III · The Champion

    Step into its bones

    But a Warden cannot walk the tunnels alone. For that, you have the Champion. Step into its bones. See with its eyes. Strike with its hands.

  4. Tapestry in two bands: above, skeleton spearmen guard the skull heart-shrine; below, your champion in black plate climbs the stair with a sack of spoils as a swarm of goblins with torches, clubs, shields and a ladder chases after it.
    IV · The Siege

    Something will follow you

    So go down for power, and come home to hold it. Because whatever you carry up that stair, something will follow you, to take it back.

The Game

Build it. Possess it. Take it down the stair.

A dungeon builder in the line of the old Keeper games, with a first-person action RPG underneath it.

Build a dungeon that lives

  • Dig, claim and shape an 80×60 dungeon. Earth pays stone, claiming costs it. Every corridor is a choice.
  • Paint rooms that work: a forge, a library, crypts, training halls, rest rooms, guard posts and more.
  • Grow your heart through five tiers, from a dormant shrine to an exalted core. Each tier is earned by how deep you have gone.
  • Light the dark. Torches push back what lives in it, and some things will not cross the light until enough of them gather.

Possess anything

Drop into any body you own and fight in first person: directional sword cuts, shield blocks and parries, and spells you hold to charge (and sometimes overcharge).

Command your squad RTS-style from inside any body, then leave it and take the next one.

Your champion and the Host

Your champion is the Warden made flesh: a hero with a talent tree, evolutions and gear of its own. When it falls, you raise another. Every people has three champions of its own.

Behind it marches the Host, the army your people raises. The Undead summon theirs from the corpses of everything they have met: skeletons, ghouls, wraiths, plague heralds, bone colossi and vampire thralls.

Delve into the Deep

  • Below your home lies a Deep with no bottom: authored floors give way to procedurally carved ruins, sunken chapels, fungal groves and abyss chasms.
  • Creatures with tempers of their own hear, smell and see you, gather courage in packs, flee for help and come back angrier.
  • Phased bosses, floor bargains, rival Wardens with their own hearts to break, and descent pacts that curse the stairs for better spoils.
  • Back home, sieges come to you: raiders at the gate and sappers tunnelling for your heart.

Loot worth descending for

Rarities, unidentified finds, runes, sockets, runewords and sets. Smith your own gear at the forge through hands-on crafting games, research lost lore in the library, and read the books you find in the deep, narrated by the Dungeon Spirit who guides you.

Delve together

Up to four Wardens can descend side by side in online co-op, each bringing their own champion, sharing one band of workers and rolling for the spoils.

From the game

Screens

Captured in the current build, playing the Undead, the first of the four peoples to open.

Early Access on Steam

The Deep opens in Early Access. The rest is still being dug.

Wardens of the Deep is built around a living dungeon and a Deep that never ends, and that kind of game gets better the more players dig in it.

In the game at launch

  • The Undead, fully playable, with three champions
  • Dig and claim your dungeon, build rooms, grow the heart
  • Raise the Host and possess any creature in first person
  • Delve without end through authored and procedural floors
  • Bosses, sieges, rival Wardens, crafting and loot
  • Online co-op for up to four (still being hardened)

Coming during Early Access

  • The Dwarfs, the Dark Elves and the Goblins, each with three champions, their own rooms, creatures and talent trees
  • More bosses and deep-floor events
  • A higher champion level cap and outposts in the Deep
  • More rooms, items and crafting
  • Steam achievements and Steam Cloud sync
Platform
Windows PC, 64-bit
Players
Solo, or online co-op for up to four
Controls
Keyboard and mouse
Language
English, fully voiced
Hold what you take

The heart does not keep itself

Wishlist Wardens of the Deep on Steam and you will hear the moment the stair opens.