Kazfall

Kazfall

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Screenshots

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Description

A fantasy action roguelite of timed descents. Fight on stamina and frame-perfect blocks, build every run from the gear and skills the dungeon gives you, and carry Essence out to keep.

Platforms

Windows

About

WELCOME TO KAZFALL

The keep fell. The vaults beneath it fell. Everyone who ever held the place went down with it.
Something else lives there now and it did not come from above.

This dungeon does not open because you got stronger. It opens because you found who is left.

  • A Vendor still trades from a lantern-lit corner, having lugged his wares through hell to

    reach you. What he sells lasts one delve only — the depths keep what they're given.

  • An Artificer waits deeper still, and what he forges endures. Every upgrade is bound to you

    and carried into every run after.

  • A Hierophant tends an altar nobody has knelt at in a long time. He offers covenants: take on

    a curse, walk the harder road, and the depths repay your suffering with greater glory.

Each one you reach permanently opens the place further — new rooms, new enemies, a new boss and a

tier of gear that did not exist for you before.

ONE DESCENT, AND A CLOCK

A run is a single unbroken delve against a countdown. There is no safe backtracking and no grinding a

floor for scraps — the timer takes you if the dungeon doesn't. Reach the boss, kill it, and climb out.

The steel you found stays down there. What you carry back up is worth more than any of it.

COMBAT THAT ASKS SOMETHING OF YOU

  • Weave light and heavy into three-hit chains that cost stamina. Swing carelessly and you have

    nothing left to defend with.

  • Perfect block on the frame the blow lands: you take no damage and open enemies

    up. Mistime it and your guard breaks.

  • Multiple enemy types that fight differently — lancers that close, spearwraiths that keep their

    distance, obelisks that shield everything around them until you deal with them first.

BUILD A RUN OUT OF WHAT THE FLOOR GIVES YOU

  • 63 pieces of equipment — burn, freeze, thorns, lifesteal, crit, and armour that retaliates

    against whoever hit you.

  • 29 skills — 15 active and 14 passive, with an Ultimate unlocked at level 20.

  • Chests as a reward— scrap what you don't want and re-roll with the gold it earns.

  • Covenants from the Hierophant multiply your score — and make the descent meaningfully worse.

THE DEPTHS KEEP WHAT THEY'RE GIVEN

  • Gold lives and dies with the delve: the Vendor's stock, chest rewards, potions. None of it

    comes back up with you.

  • Essence does. Buy permanent stat upgrades, weapons and unlocked gear at your Antechamber

    before the next descent.

Dying is not a wasted run. Dying is the economy.

BUILT TO BE PLAYED HOW YOU PLAY

  • Full controller support, with native PlayStation, Xbox and Steam Deck button prompts that

    follow the pad you actually plugged in.

  • Accessibility — colourblind modes, UI scaling, brightness calibration, a light-flicker toggle

    and a damage-number toggle.