DEEPFALL

Descend. Survive. Extract.

A procedurally generated action roguelike that runs in your browser. Your weapons fire

themselves — every decision you make is about where you stand.

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The run

You drop into a sector with one way out, and you have to find it first. It might be a relay

you have to defend while it charges. It might be four rune pillars you have to touch in the

right order, or three power cores you have to haul back to a reactor while the weight slows

you down. Six different objectives, chosen at random, scattered across maps that grow to

14,000 pixels across.

Nothing is marked on your map until you've been near it. The dark keeps count either way —

the longer you take, the more the sector sends at you.

Finish the objective, step into the portal, and go deeper. Everything you found comes with you.

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What's in it

- 6 operators, each with a signature weapon nobody else is likely to see. Other operators

  are offered it on roughly one weapon choice in forty.

- 13 weapons, six ranks apiece — orbiting blades, chaining arcs, drop mines, attack drones,

  crystal shards that shatter on impact. You can carry five at once.

- 13 relics that change how you play rather than what your numbers say: a coil that fires

  on its own, a wisp that eats an incoming shot, a field that slows everything near you,

  wounds that spread from the dead to the living. Relics never stack — a second copy makes

  the one you have stronger.

- 14 stacking items and 10 passive upgrades, so no two builds finish the same way.

- 11 enemy types at three tiers each, from crawlers that just come at you to Ascendant

  wardens that fill the screen with bullets, plus two bosses.

- 4 biomes with their own hazards — rust vents that erupt on a timer, fracture ice that

  takes your footing, spore sacs that burst into poison, cinder pits that never stop burning.

  All of them hurt the enemies too, if you're willing to lead a crowd through one.

- 4 difficulty presets, a fully custom one, and an option to make every sector escalate

  harder than the last.

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#Playing it

Desktop — WASD or arrow keys to move, Space to dash, Esc to pause. Every key is rebindable.

Mobile — drag anywhere to move, tap the dash ring. There's a left-handed layout in settings.

You never aim and you never shoot. That part is automatic.

Your run saves itself constantly. Close the tab by accident and it picks up exactly where you

left off. You can also export a run to a file and load it back later, or on another machine.

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Notes

There's no audio yet. Everything you see is drawn with vectors at runtime — no sprite sheets,

no asset downloads, one HTML file you can save and play offline.

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AI disclosure

This game was made with generative AI, and I want to be straightforward about how.

I designed the game — the concept, the systems, the difficulty model, the objectives, and every

round of direction and feedback that shaped it. The implementation was done by Claude

(Anthropic) working from that direction across many iterations, and the code is

AI-generated as a result. The artwork on this page and the in-game visuals are vector art

generated the same way. This description was drafted by AI and edited by me.

No AI-generated audio is used, because there is no audio.

If you'd rather not play AI-assisted work, I'd genuinely rather you knew that up front than

found out after downloading. If you're curious about the process instead, the entire game is

a single readable HTML file — open it in a text editor and everything is right there.

Updated 3 days ago
Published 9 days ago
StatusIn development
PlatformsHTML5
AuthorDuelRevolvers
AI DisclosureAI Assisted, Code, Graphics, Text

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