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Every call-out has its own spot now, above the fighters or under your HP bar, never on a hero, a foe or your health. Bosses burn ember-hot as they fall instead of flashing white, and VICTORY! stands alone. Hits shake the cavern, not your buttons. Foes fidget while they wait, cuts trail the blade and damage numbers stay sharp. The first fight and the Ember Forge explain your choices more plainly. Dice, damage, saves and unlocks are unchanged. Thank you for delving with us.
Fair dice, real choices. A pocket dice roguelite with zero ads, played offline.
Descend into the delve, one roll at a time. Emberdelve is a single-player, turn-based dice roguelike built on one promise: every death is fair. Enemies always telegraph their next move, dice resolve by rules you can learn — no hidden modifiers, no rigged near-misses — and every run is a seeded dungeon delve, so the same choices always play out the same way. BUILD YOUR POOL Draft, forge, and upgrade a pool of dice — keen edges, warding irons, lucky charms. Chase pairs, triples, and straights: combos turn a spare d4 into the best die on the table. TEMPER A FACE Once per delve, mark one face of one die — Blade, Aegis, Surge, or Echo. A tempered die wears its mark in the tray and lights up when the roll lands. Your pool becomes YOUR pool. CHOOSE A KEYSTONE After your first won fight, pick a run-shaping power (or decline): reward early strikes, carry unused block, pay for die variety. Every run gets a plan, not just a pile of dice. PUSH YOUR LUCK One risky reroll per turn. Exact kills pay out bonus embers; overkill splashes to the next foe. Assigning a 4 instead of a 6 is a real decision, every turn. CHOOSE YOUR PATH Branching maps with honest reward previews — see what an elite guards before you commit. Shops, forges, strange events, and bosses holding the crowned deep. The rock itself changes as you descend, and a living soundscape deepens with it. CLIMB THE ASCENSION Twenty rungs of stacked challenge, each opened by winning the one below — and every rung is winnable by design: we sweep the whole ladder with a balance bot before we ship it. DIE FORWARD Death banks embers. Spend them on new dice, delvers, dyes from the Wardrobe, hearth colours, and dice skins. Pick a starting boon and delve again in seconds. TELL THE TALE Every run ends in a shareable Delver's Card and a floor-by-floor trace made to be posted. A daily seeded delve is shared by everyone — with rotating trial days that declare one honest modifier — and a weekly delve raises the stakes. KEEP THE RECORD The Ledger opens with your rank — nine named tiers — and tracks real feats: exact-kill streaks, boss clears, wins per delver. The Codex holds the lore of all 71 enemies and relics you've met. The Gramophone keeps every track of the score, ready to replay. CARRY YOUR EMBER Your whole ledger travels as one line of text. New phone? Reinstall? Copy your save code, paste it, and everything comes home. No account, no server, no sign-in. FAIR BY DESIGN • Zero ads, plays fully offline — analytics only if you switch it on • No energy timers, no streaks, no FOMO mechanics • Deterministic runs: fair deaths, learnable rules • Plays with TalkBack — the whole game works with Android's screen reader • Free forever: full runs, every delver, the daily and the weekly • One honest one-time unlock (the Ember Forge) opens HARD and the Ascension ladder — no subscriptions, no consumables, ever For fans of Dicey Dungeons and turn-based dice roguelites — dungeon-crawl runs you can learn and beat. Made for one-thumb portrait play. Delve in.
past month, based on 1 day
Downloads
Low confidence49
From install count ÷ months since release
In-app revenue
Low confidence$33
From downloads × revenue per download
Ads
$0
No ads
Total
$33
In-app + ads
Google Play only. Downloads from daily Top free ranks (or the store's install count); in-app revenue from Top grossing ranks, calibrated on AppTweak's US estimates, or else from downloads; ads from public ad benchmarks. Not reported figures.