The roadto the Spire: Erumaru
Closed beta · free
Leave your email and the invitation comes to you when the beta opens
Auto chess without the PvP
A roguelite road of 42 floors to the top of the Spire
Build a squad from 100 heroes of ten peoples, assemble items from components, set perks and relics, and watch the fight play out on its own. No lobby, no clock, save at any node. Lose, and the Lantern still remembers new heroes, items and lands
The Lanternkeeper's journal
From the Great Dam to the Lamp Room of the Spire. Three acts of 13 floors, one land of three in each, a guardian in the middle and a boss at the end
- Act I13 floors · choose one of three lands
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Guardian · column 7
Stop 1: The Great Dam
Dam Folk
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
Climbers
A city in the crowns of trees, ropes, carabiners and leaf armour. Guardian: the Thorny Gardener. Boss: Forefather Rootbreaker
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Boss · column 12
Stop 3: The Sunken Port
Tidefolk
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
- Act II13 floors · the map branches like in Slay the Spire
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Stop 4: The Blind Tunnels
Departed
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
Moulters
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
Noonborn
Mirror masks, golden reflectors and the power of high noon. Guardian: the High Accuser. Boss: the Sphinx Without an Answer
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Heat
The fire of the Lantern. Five at the start, a lost fight costs one, a lost boss costs two, a rest gives one back. At zero the road ends
- Act III13 floors · heroes near level 80 by the end
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Stop 7: The Ice Bowl
Icebreakers
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
Welders
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
Highriggers
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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Twenty synergies
Peoples and callings count at 2, 4 and 6 on the board. Heroes grow to level 100 with six items and four perks on top
- Finalethree floors on the Spire, then the Descent
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Stop 10: The Lamp Room of the Spire
the Hellborn nearby
The Keymasters, the Voice of the Mirror, and the Empty Mirror itself: three phases, and it copies the strongest ability of your squad
Ten peoples hold their colour
The ruins and the mobs under the Haze are washed out. Every people paints its colour on helmets, masks, feathers and chains, and every one has its own synergy
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Dam Folk
formation, sirens, shields
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Climbers
evasion, vines, moon marks
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Departed
rising after death, decay
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Noonborn
burning, blinding, high noon
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Icebreakers
chill, freeze, shatter
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Welders
brands, armour, explosives
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Highriggers
flight, wind, lightning
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Moulters
poison, regeneration, ambush
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Tidefolk
tides, harpoons, anchors
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Hellborn
power paid in health, contracts
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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
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