THE MOUNTAIN DOES NOT NEGOTIATE Krukmore is a mountain, and everything on it wants your heroes dead. You take two of them to the summit. Not four, not six — two. Every hit one of them takes is a hit you feel, because there is nobody behind them. When one falls, the other climbs alone. When both fall, the run is over and the mountain resets, indifferent, waiting for the next pair of fools to start at the bottom. This is a dice roguelike about pressure. Ten floors, fifty kinds of enemy, eighty-nine dice to find, and a single question asked over and over until it kills you: what do you roll, and what do you hold back? EVERY DIE IS A WEAPON Your heroes don’t have abilities. They have dice. A Rusty Blade is four faces of Slashing and two of nothing. A Kite Shield is mostly Armor. Dawn Bringer is an epic that hits for eight Slashing and eight Holy on its best face and nothing on its worst. You equip dice into slots your class and level allow, you choose which ones go into the staging area each turn, and then you roll them and live with it. Every face is printed. Every enemy’s resistances, vulnerabilities and immunities are on screen before you commit. The Glacial Golem resists Slashing, Piercing, Bludgeoning and Cleaving and takes double from Fire and Lightning — it says so, right there, above its health bar. If you bring axes to that fight, that was your decision, not a surprise. There is no hidden math in Krukmore. There is only arithmetic you didn’t do. TWO HEROES, ONE ASCENT Build your pair before the climb. Each hero gets a race die and a class that determines which kinds of dice they can wield and how many slots open as they level. A Barbarian is pure Strength and nothing else. A Shaman splits three ways and is flexible enough to be mediocre at everything. A Thief is glass — all Skill, no armor, enormous damage, one bad turn from a corpse. Ten levels of progression per run, each one widening what your heroes can carry. A hero who ends a run at level 10 is unrecognisable from the one who started it, and you built that hero out of whatever the mountain happened to drop. FEATURES • 10 hand-built floors, each with its own bestiary ◦ Floor 1 — Goblin Warrens ◦ Floor 2 — Dark Forest ◦ Floor 3 — Ruined Graveyard ◦ Floor 4 — Bandit Fortress ◦ Floor 5 — Fungal Caverns ◦ Floor 6 — Sunken Lagoon — home of THE KRAKEN ◦ Floor 7 — Frozen Depths ◦ Floor 8 — Volcanic Forge ◦ Floor 9 — Shadow Sanctum ◦ Floor 10 — Krukmore Summit — a five-stage boss gauntlet with no breaks • 50 enemy types , every one with its own health, damage, targeting behaviour and damage-type profile ◦ Enemies target the lowest hero, the highest, at random, or both at once — and it’s always shown ◦ Resistances, vulnerabilities and immunities across Slashing, Piercing, Bludgeoning, Cleaving, Fire, Frost, Lightning and Holy ◦ The Summit gauntlet ends in Titan, Demon Lord, Elder Dragon, a rotating nightmare — Vampire Lord, Lich Lord or The Barricade — and finally The Summit King • 6 playable races , each with a unique racial die ◦ Dwarf — armour and cleaving ◦ Halfling — piercing and dodge ◦ Gnome — trickery ◦ Elf — precision ◦ Bearfolk — raw force ◦ Human — adaptable ◦ Plus 2 more races locked behind deeds, not purchases • 13 playable classes across four dice disciplines ◦ Strength — Barbarian (pure STR) ◦ Strength hybrids — Warrior (STR/SKL), Paladin (STR/HLY) ◦ Skill — Thief (pure SKL), Hunter (SKL+) ◦ Skill hybrids — Ranger (SKL/STR), Rogue (SKL/MAG), Bard (SKL/HLY) ◦ Magic — Mage (pure MAG) ◦ Magic hybrids — Druid (MAG/HLY), Shaman (MAG/HLY/STR) ◦ Holy — Cleric (HLY/STR), Priest (HLY/MAG) ◦ Plus 1 more class earned by reaching the summit • 89 unique dice across four types and four rarities ◦ 24 Strength dice — blades, hammers, shields, bulwarks ◦ 23 Skill dice — bows, daggers, parries, ripostes ◦ 21 Magic dice — bolts, barrages, chain lightning ◦ 21 Holy dice — smites, wards, healing, judgement ◦ Common, uncommon, rare and epic tiers — 12 epics in total, and finding one changes a run • 22 consumables — potions, scrolls, elixirs and worse, carried in limited slots you will always wish were larger • Random encounters that aren’t just another fight ◦ The Bear Cave — an optional fight on Floor 1 with a reward worth the mauling ◦ Shrine of Sacrifice — both heroes permanently lose 5 max HP, in exchange for a guaranteed rare or epic die ◦ Shrine of Exchange — destroy one equipped die, upgrade another a full tier ◦ Shrine of Resurrection — the rarest mercy on the mountain: a fallen hero back at half health ◦ The Fountain of Elders — find it yourself • 11 rare secrets to discover, tracked on the title screen from the first run to the last • 120 achievements , each one paying gold into your permanent locker • Meta-progression that outlives your heroes ◦ 14 permanent upgrades bought with achievement gold — better loot odds, an extra consumable slot, a starting potion, a second wind that catches your first death once per run ◦ The Hall of Heroes remembers your best ascents and your worst ◦ Beat the game to unlock a new class, a new race, and Hard Mode ◦ Beat Hard Mode for the rarest race in the game • Full gamepad support and a desktop-scaled interface built for a monitor, not a phone NO SAVE SCUMMING There is one save file and it writes when you act, not when you want it to. A death is a death. A bad shrine bargain stays bargained. The Kraken that killed you on Floor 6 goes in the Hall of Heroes with your name next to it, and the only revenge available is a permanent upgrade that makes you hit it ten percent harder next time. Runs are short enough to attempt over lunch and long enough that losing one at Floor 9 will genuinely annoy you. That annoyance is the game. TRANSPARENT BY DESIGN Krukmore hides nothing except its secrets. Damage numbers are printed. Enemy behaviour is stated. The combat log tells you exactly what resisted, what got through, what was absorbed and why. Every die you have ever seen is catalogued in the Grimoire, every enemy you have ever fought in the Bestiary, both filling in as you play. The difficulty comes from decisions, not from information you weren’t given. THE CLIMB Two heroes. Ten floors. Eighty-nine dice, and you’ll see maybe a dozen in any given run. The mountain is patient. Start climbing.