The roadto the Spire: Erumaru
Closed beta · free
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Auto chess without the PvP
An endless roguelite climb up the Spire, floor after floor
Build a squad from heroes of six peoples, assemble items from components, set perks and relics, and watch the fight play out on its own. A fight on every floor, no lobby, no clock, and the climb saves between fights. Lose, and the Lantern still remembers new items, relics and lands
The Lanternkeeper's journal
From the Great Dam to the Lamp Room of the Spire. Every floor is a fight on a random board, every fifth brings a guardian, and every tenth a boss from one of these lands
- Floors 1 to 10the boss of floor 10 comes from one of these three lands
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Guardian · floor 5
Stop 1: The Great Dam
Turbines of the Lightgrid stand still under the Haze, and the crews in blue overalls still hold the line. Guardian: Sergeant Kord, the Black Searchlight. Boss: Tarvin, the Torn Sluice
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Stop 2: Krongrad
A city in the crowns of trees, ropes, carabiners and leaf armour. Guardian: the Thorny Gardener. Boss: Forefather Rootbreaker
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Boss · floor 10
Stop 3: The Sunken Port
Container plate, signal orange and the tide that never stops. Guardian: Boatswain Winch. Boss: Captain Dead Calm
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Workbench
Ten components. Any two make an item, two of a kind make a reinforced one, and a spark of Eru wakes a legendary
- Floors 11 to 20the boss of floor 20 comes from one of these three
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Stop 4: The Blind Tunnels
Railway crews in gas masks with green fire in the chest, trains that never arrived. Guardian: the Eternal Dispatcher. Boss: the Matron of the Terminus
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Stop 5: The Settling Ponds
Acid green scales, rubber and hazmat gear, poison that heals its own. Guardian: the Fortune-Telling Toad. Boss: the Mother of the Drains
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Stop 6: The Glass Desert
Mirror masks, golden reflectors and the power of high noon. Guardian: the High Accuser. Boss: the Sphinx Without an Answer
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One defeat
Every floor ends in a fight. Lose one and the climb is over, and the menu keeps your best floor
- Floors 21 to 30the boss of floor 30 comes from one of these three
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Stop 7: The Ice Bowl
Blue-skinned giants in white fur, compressors and ice picks, chill that turns into a freeze. Guardian: the White Warden. Boss: the Snow Mother
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Stop 8: The Furnace
Brands, welding masks and glowing seams on heavy armour. Guardian: the Senior Pourer. Boss: Cast-Iron Head
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Stop 9: The Mast Ridge
Bird folk on masts and antennas above the clouds, wind, lightning and dives. Guardian: the Warden of the Last Mast. Boss: Great-Grandfather Thunder
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Sixteen synergies
Six peoples and ten callings count on the board. Heroes grow to level 100 with six items and four perks on top
- Floors 31 to 40the Lamp Room on floors 38 to 40, then the Descent
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Stop 10: The Lamp Room of the Spire
The Keymasters, the Voice of the Mirror, and the Empty Mirror itself: three phases, and it copies the strongest ability of your squad
Six peoples hold their colour
The ruins and the mobs under the Haze are washed out. In forty years of twilight the survivors grew into six young peoples, each in its own way, and every one keeps its colour and its own synergy
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Etalons
white ceramic, shields, formation
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Rusted
hooks, rams, steam and patches
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Isotopes
light from within, no two alike
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Fangs
the hunt, the pack, the wounded first
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Overgrowth
healing, roots, poison
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Myrmidons
acid, shells, one will for all
The beta is closed and free. Leave your email, and when it opens, the invitation comes to you first. No spam, only the invitation and real news about the game
Coming to Steam
- About the gameWorld, run, heroes, items, synergies and the meta, from the design documents
- Questions and answersWhen the beta starts, what it costs, which platforms, why PvE
- Similar gamesHonest comparisons with Teamfight Tactics, Dota Auto Chess, Underlords and others
- Press kitFacts, logo and art for articles and videos










