Duskbound

A persistent co-op action RPG that runs in your browser. Type a name, pick a class, and five seconds later you are in a lantern-lit town with up to 39 other players.

No download, no sign-up. Click monsters to death, and keep the loot that drops for you alone.

Counting heroes…

Forge a hero

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Class

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Duskbound is best played with a mouse and keyboard. You can still forge your hero here, then set a password and pick it up on a desktop.

Six acts, one long night

From a lantern-lit market town to the last light at the edge of the Gloam. Every town is hand-set, and everything past its gate is rolled fresh for each instance.

Hollowmere, the Act I town, rendered in the game engine

Act I · The Unquiet Dead

Hollowmere

A lantern-lit town at the edge of blighted fields, a flooded chapel and a graveyard that will not stay buried

Saltmarrow, the Act II town, rendered in the game engine

Act II · The Sunscorched Reach

Saltmarrow

An oasis bazaar under a bruised dusk, and under the sand a king who traded away the sun

Emberhold, the Act III town, rendered in the game engine

Act III · The Ember Throne

Emberhold

The last bastion of the Vigil, ringed by a moat of lava that never cools

Lanternwatch, the Act IV town, rendered in the game engine

Act IV · The Hollow Sea

Lanternwatch

A harbour on stilts in a storm that never ends. The tide comes in, and so do the drowned

Whitevigil, the Act V town, rendered in the game engine

Act V · The Frostbound Spires

Whitevigil

A cloister around the Great Bonfire, under an aurora. Stray from the fire and the cold takes you

The Last Lantern, the Act VI town, rendered in the game engine

Act VI · The Gloam

The Last Lantern

Shattered isles over a starfield abyss, and the last light before the dark

Three classes, nine skill trees

Fifty-four skills with synergies that reward going deep. Pick a lane or split the difference.

Warden

Shield of the Lantern Line

Steel
Bulwark
Wrath

When the lanterns of Hollowmere went dark, the Wardens stood in the gap between the light and whatever came out of the Gloam. Most of them are still standing there. In the ground.

Stalker

Huntress of the Whispering Wood

Marksman
Venom
Shadow

The Stalkers learned to hunt the things that hunt in the dark: quietly, patiently, and from much further away than they would like.

Emberwright

Keeper of the Last Flame

Flame
Frost
Storm

Emberwrights tend the last true flames in the valley, and they have learned that fire, frost and storm are all the same argument with the dark.

Eighteen bosses who will not go quietly

Three to an act, each with its own phases, arena tricks and yells. Floors that rearrange themselves, a choir that shares one life, a knight who steps out of the mirror wearing your class.

Gravekeeper Mordrin

Warden of the Unquiet Dead

Act I

The Broodmother

Queen of the Spider Hollow

Act I

The Bone King

Lord of the Crypt of Ash

Act I

The Hive Queen

She Who Hums Beneath the Oasis

Act II

The Sunless King

Last King of the Noon Court

Act II

The Sand Colossus

The Seal of Noon

Act II

Slagheart

The Mountain That Ate the Patrol

Act III

The Ashen Seraph

Seraphine, Once of the Vigil

Act III

The Ember Lord

The Fire Behind the Door

Act III

Captain Vane

Master of the Gallows Tide

Act IV

The Drowned Choir

Three Voices Under the Nave

Act IV

The Leviathan

The Sea That Swallowed the Moon

Act IV

The Glacier Wyrm

Hoarder of the Last Warmth

Act V

The Frost Titan

Warden of the Pass

Act V

The Winter Queen

She Who Stopped the World

Act V

The Architect

Who Drew the Halls

Act VI

The Hollow Saint

Vey, Who Walked Into the Dark

Act VI

The Unmaker

The Blank Before the Word

Act VI

Loot worth the walk

Every drop is yours alone: no ninja looting, no roll-offs. Hold Alt and the ground lights up in blue, yellow, green and gold. Socket runes in the right order and a plain axe becomes a runeword.

Dawnbreaker
Zweihander
Exceptional Two-Hand Sword
Two-Hand Damage: 85 to 184
Attack Speed: Slow
Required Strength: 95
Required Dexterity: 20
Required Level: 34
+207% Enhanced Damage
Adds 20-40 Fire Damage
+100% Damage to Undead
5% Life stolen per Hit
+2 to Wrath Skills
Socketed (1)

Swung once at the Gloam. It flinched.

Item level 62
Burial Wraps of the Noon King
Mesh Hauberk
Exceptional Body Armor
Defense: 233
Required Strength: 85
Required Level: 27
+120% Enhanced Defense
+15 to Vitality
Poison Resist +30%
+15% Faster Hit Recovery
The Sunless Regalia
Sunless Crown
Burial Wraps of the Noon King
Sealbearer’s Ring
(2 items) +10% Maximum Life, All Resistances +10%
(3 items) +1 to All Skills, +5% to all Maximum Resistances, 4% Life stolen per Hit, +50% Damage to Undead

Worn by the last king of the Noon Court, the night he sold the sun.

Item level 40
Thunder Mask
Iron Crown
Elite Helm
Defense: 92
Required Strength: 105
Required Level: 49
Cold Resist +25%
Regenerate 6 Life per second
+2 to Storm Skills
22% Extra Gold from Monsters
Item level 58
Kindle
Bearded Axe
Exceptional One-Hand Axe
One-Hand Damage: 12 to 24
Attack Speed: Fast
Required Strength: 50
Required Level: 22
+50 to Attack Rating
+1 to Light Radius
Adds 15-30 Fire Damage
+30% Attack Damage
+15% to Fire Skill Damage
+2 to Light Radius
'Ash Ember'
Socketed (2/2): Ash, Ember
Item level 30

16 runewords, 20 runes, 35 gems, sets that reward the full kit, and uniques with lore worth reading

A companion at your heel

Thirty-four pets to hatch, name and keep, from a chick that hoards coins to a void kitten. Eggs drop in the wilds, the rare ones only from their boss, and a pet carries a small gift: gold find, magic find, or a nose for loot.

RuskFox · uncommon

“Quick, clever, and deeply unbothered by the dead.”

A home to come back to

A hero's cottage and garden plot, rendered in the game engine

Every hero owns a garden plot with a little cottage on it. Press H to walk home and B to build: raise walls and roofs, lay floors, furnish the rooms, light the hearth.

Mount a boss's drop on the wall as a trophy, leave the gate open, and let your friends /visit and sign the guestbook.

When the story ends, the night does not

Beat the finale and the world starts over, harder. Then open the rifts and climb.

NormalNightmareHell

Nightmare and Hell

Monsters thirty and sixty levels up, resistances torn away, and better treasure the deeper you go.

VolatileHauntedFrenziedShrouded

Gloam Rifts

Timed runs through three to five floors of every act, with modifiers and a guardian. Clear in time to climb a tier.

Reading the ladder…

The ladder

Top heroes, fastest boss kills on every difficulty and the deepest rift clears, solo and in parties.

Hardcore

One life. A fallen hero lingers as a ghost in town, and its tombstone stays on the ladder for good.

Forty to a realm, and your couch is invited

40 seats per zone instance

Drop-in co-op

Every zone instance seats forty. Towns are the social hub; out in the wilds a party forms by walking up to someone. Invite, whisper and trade from the chat, and hand a friend gear by dropping it at their feet.

ABXYL2R2

Mouse, keyboard or gamepad

Plug in an Xbox or PlayStation pad and the whole game follows: stick to move, face buttons for skills, the menus navigable end to end. The glyphs follow whichever device you touched last.

How it plays

Click to move and attack

Left-click the ground to walk, click a monster to hit it. Right-click casts your right-hand skill. Hold Shift to stand your ground.

QWER

Skills on QWER

Eight hotbar slots on Q W E R A S D F, potions on 1–4. T opens the skill tree.

Alt

Alt for loot

Hold Alt to label everything on the ground in its rarity colour. I for your bags, C for your character.

The lanterns are lit

It takes one name and one click. Your hero will be waiting in Hollowmere.

Pick your hero