Studio/Games/Keeper’s Descent
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Keeper’s DescentIdle roguelite dungeon-crawler · Out of Office Studio

Someone has to carry the light down.

Six keepers went down the stair. None of them came back. Their lanterns did, and they’re still burning at the stair head. Pick one up and carry it down a hundred floors. It keeps going while you’re away.

iOS · App Store Android · Google Play Coming 2026
The warden that holds the foot of the Landing
carry the light down  ◦  a hundred floors down  ◦  a warden holds every ground  ◦  whose lantern will you carry  ◦  something is still down there   carry the light down  ◦  a hundred floors down  ◦  a warden holds every ground  ◦  whose lantern will you carry  ◦  something is still down there  
How it plays

Pick a lantern. Send it down.

You don’t have to be watching for the stair to run. Pick whose light you carry, send it into the dark, and put what it brings back into going further.

01

Take up a lantern

Six lanterns sit at the stair head, one for each keeper who didn’t come back. You’re not picking a class. You’re picking whose death you carry down.

02

Carry it down

Your keeper fights its way down floor by floor and banks ember long after you’ve locked your phone. Come back to a fuller bag than you left.

03

Break the warden

Every ground has a warden at the foot of it, and some of them used to carry the lantern in your hand. Put it down, take what it drops, keep going.

The story

The light has to be carried down.

Someone fills a lantern at the furnaces, someone carries it down to the next stage, and someone takes it from there. It has been done that way longer than anyone at the Landing can account for. The people who do it are called keepers, because keeping the light moving is the work.

The last expedition was six keepers. None of them came back. Their lanterns did. All six were set in a row at the stair head, and they are still burning, which is the part nobody at the Landing wants to talk about.

A lantern that comes back without its keeper is a lantern somebody carried back. Nobody will say who.

You were at the Landing when the lanterns came home, which is the only qualification the job has ever asked for. So you pick one up. The stair calls you a keeper from that moment, and the first thing it wants to know is whose lantern you are carrying.

The stair

Ten grounds. A hundred floors.

It runs from a quiet landing down to something that should have stayed sealed. Each ground is older and worse than the one above it.

IKeeper’s LandingWhere the last light was set down.1–10
IIThe Dust ArchiveEvery carry down was written here. The cold got to it first.11–20
IIIThe Tide ProvingThe water came through. The stair held.21–30
IVThe Drowned CathedralThey sang to keep the water off. It came anyway.31–40
VThe Gilded RuinThe rock split. They poured gold in. The gold is awake now.41–50
VIThe Ember FurnacesWhere the light is made, then taken down.51–60
VIIThe Frozen VaultThey sealed the way against what came up. Twice.61–70
VIIIThe Hollow DeepThe seal held, so they dug around it.71–80
IXThe Vigil ShrineThe last place anyone stopped to watch.81–90
XThe RiftmouthThe stair ends. The rift does not.91–100
The wardens

Someone is still down there.

They stopped at the ground they knew best and never left. Here are the first few you’ll meet. The rest are further down than we’ll show.

The Last Keeper
Keeper’s Landing
The Last Keeper
Carried six lanterns up the stair and stopped at the door.
The Last Reader
The Dust Archive
The Last Reader
Still counting the archive. The count never matched.
The Tidewatch
The Tide Proving
The Tidewatch
Still waist-deep, still taking back what the water took.
The Drowned Choir
The Drowned Cathedral
The Drowned Choir
However many were singing when the water came. They haven’t stopped.
The Gilder
The Gilded Ruin
The Gilder
Poured gold into the cracks. Her hands are gold to the elbow.

Five more are waiting further down. You’ll meet them when you get there.

Under the hood

There’s more to it than the fall.

Gear you’ll rebuild a dozen times, and a few long games to keep playing past the bottom.

Ten gear slots
Seals, ledgers, wardings and the rest, with sets worth finishing.
Eight uniques
The best gear on the stair. Each one is held by a warden.
The Forge
Raise, reforge, and refine whatever you carry back up.
The Gambler
For the piece you’d rather roll on than grind for.
Mastery
Keystones that bend your keeper toward one way of fighting.
Paragon
The number that keeps climbing long after the campaign ends.
Torment
Carry the lantern back down, this time knowing what it’s for.
Spirits & deeds
Things to earn and things to chase on the way down.
Straight answers

What it is, and what it isn’t.

A deep idle roguelite that still respects the ten minutes you actually have.

✓What it is

  • An idle roguelite. It earns while you’re away.
  • Ten grounds, a hundred floors, a warden on each.
  • Loot-driven, with ten slots and eight uniques to hunt.
  • Deep enough to lose a month in: forge, mastery, paragon, torment.

✕What it isn’t

  • Not a twitch game. The keeper fights, you build.
  • Nothing to babysit. Come back to a full bag.
  • No daily streak to protect and lose.
  • Not a timer with a skin on it.
The stair is quieter than your inbox.

Keeper’s Descent is an idle roguelite we’re building at the studio. You pick up a dead keeper’s lantern and carry it down a stair that should have stayed empty.

It works while you’re away, and it goes a long way down.

In developmentOut of Office Studio · 2026

Get the knock when it’s ready.

It’s still being built. Leave your email and we’ll tell you when there’s a floor to fall down. Nothing else.

Release news only. No spam, no filler.

On the list. We’ll be in touch when it’s time to descend.