Entrance
The entrance to each depth, where you can get your bearings before the first fight.
A room-by-room field guide to Rainroam’s hardcore dungeon. Learn what waits below, then find a different descent every run.
Choose a hero, then cross six procedurally arranged depths. Clear fights to open their doors; use keys on gold locks and bombs on cracked secret walls. A keeper guards the way down. Death ends the run, but the wishes and discoveries you bring home stay in your codex.
The first two depths are free. One full-game purchase unlocks the remaining depths and the complete Story mode.


A depth mixes combat, rewards, shops, glades and secret paths. Some rooms and encounters unlock as your codex grows.
The entrance to each depth, where you can get your bearings before the first fight.
Foes bar the exits until the room is cleared; later depths add hazards and land twists.
A pocket of the world with a chest, searchable bushes and a land landmark. It may hide Wishing Stones, a sleeping dread or Pip’s cousin.
The Wish Alcove offers an artifact; sometimes you must choose between two.
Buy artifacts and supplies from Pip. A key opens the back shelf with two more goods, including a rare one.
A keeper guards the last door. Defeat it to choose a lost wish and the next way down.
Break a cracked wall with a bomb for a chest, coins and a chance of an artifact.
A hidden grove off a quiet corridor, with an ancient chest or hearts.
Blow the horn for a challenge with a rule; keep the promise for a better chest.
Toss coins into the dial. Every full turn grants an artifact.
Rest, temper an artifact, cleanse a hex or listen to a story; choose one use.
Offer hearts for a sequence of gifts, ending in an artifact.
Defeat a marked champion and its guards to claim a gold chest.
Choose one of two weapons or skills for the rest of the run.
The cartographer offers a map, a scout’s hint or lore.
Several chests await, including a stone coffer that needs a bomb.
A thorn-locked prize: a winter chest or a powerful hexed artifact.
Choose a blessing, or accept a blessing paired with a hex.
Three gold chests, but one bites. Read the tell before choosing.
Pay Pip to temper one artifact, strengthening the numbers it can change.
Throw in an artifact and take back a new one of higher rank.
Listen to the bells, then repeat their order for a gold chest.
Cross the traps without taking a hit to improve the chest.
Fight an echo of an earlier keeper for a keeper-class artifact.
Each depth draws a keeper from its own roster. Their names and fears are the ones recorded in the game’s codex.
The Sunlit Meadows · Violet Vale
Rose Shore · The Fen of Lanterns
Cinder Canyon · The Amber Afterlight
Rookshade · Ashglass
Pale North · Last Crossing
Last Crossing
The names, ranks and effects below come from the game’s artifact catalog. A run offers only a changing subset, so some finds take several descents.
+15% damage
Attack 12% faster; 40% as you stop
In water: unslowed, attacks +25%, hits soak
+1 max heart, filled
+18% reach; +30% damage at the tip
Dashes 30% cheaper; stamina back 30% faster
Skill recharges 15% faster (25% on Tuesdays)
+2 keys; a used key may stay (20%)
+5 coins; drop a coin when hurt (3 a depth)
+4 bombs; your bombs deal +50%
+50% damage to frozen foes
Swings also cut behind you (60%); shots fork
By weapon
Your hits set foes burning
Your hits and your dashes chill foes
Lightning jumps from your hits
A little blade circles you
Thorns burst when you are hit and as a dash ends
Stand still to build Focus: up to +80%
Every 3 m walked, your next hit is stronger
Your skill has a 30% chance to echo
Dashes go 40% farther
Fallen foes and your dashes leave thorn patches
Arrows ricochet; killing blows bounce on (50%)
By weapon
Arrows pierce 2; blades, chains +0.5 m, ignore Bulwarks
By weapon
Dashes leave oil (6 s); your fire spares you
After your skill (a dash, if none), hits deal +60%
Hit down to 40% of your hearts? You burst into flame
Your skill answers your strikes
A firefly zaps a foe every 2.5 s (60%)
Standing still, you soak foes within 4 m (6 s)
Wish Alcoves offer a choice of two
Heal ½♥ every 15 kills, ½♥ a room at most
Your damage is doubled
Trade-off: Every blow costs ½♥ more
+45% damage, sealed in blood
Trade-off: −1 max heart
Once a run, a lethal blow leaves half your hearts
A flame circles you, lighting foes; wider when still
+25% damage to foes within 3.5 m
Your skill pulls foes together
A second you strikes with you
+2% damage per coin held (max 40%)
Hits soak; soaked foes take +25%, +50% from lightning
Each dash starts and ends with a strike (200%)
Stand still for 2 attacks: next hit blasts a line ×1.5
While you stand still, foes move at 75% pace
+3 frost wards (≤4); +50% damage with one; overheal freezes
Hits chill; frozen foes shatter for 150% of a hit
Trade-off: You move 12% slower
+60% damage in the long dark
Trade-off: The depths are dark for you
A bubble stops a blow; back after 5 cleared rooms
Once a depth, a lethal blow leaves you at ½♥
Trade-off: Each rescue after the first costs a max heart
+1 ward now; +10% damage per ward (max 30%)
You carry one active artifact at a time. Use it with R or its on-screen button; most recharge as you clear rooms. Some spend coins or hearts and require a hold.
Splash a 4 m cone: flood, douse, soak, shove
Yank the nearest foe or pickup to you
Throw a fire pot: a 3 m blaze for 4 s
Freeze all foes here (3 s); keepers only slow
Stun foes within 6 m for 1.5 s
2 ◎, once a room. Heads: drops double. Tails: a Thief
For 6 s, a twin strikes beside you
8 s: +40% damage and a burning aura
4 s: bolts bounce off you back at foes
Heal 1♥; at full health, a slowing honey pool
6 s: lightning each second (120%), soaked first
Reroll the artifacts on pedestals here
Reroll the loose pickups here
3 blades circle you for 10 s
Hook the nearest foe, or pull yourself ahead
Draw a way down: skip this depth’s keeper and spoils
Pip’s Stall opens here, once a depth (+2 ◎)
3 m thorn ring, 6 s; no knockback inside
A gust shoves foes away and fans fire
3 crows dive at foes; their kills drop coins
Foes move at half speed for 6 s
A 3 m circle foes can’t enter, 5 s
Throw 3 bombs without spending any
Pay ½♥: all foes here take 3 + 2 per depth
Dig: coins, keys, bombs, maybe a chest (2× in glades)
After each keeper, two trapdoors offer different lands and omens. Watch their skulls for risk and stars for reward. Keep a lost wish for a boon now, or carry it down: your choices shape the ending.
The first Story island and two Wishing Well depths are free in your browser, with nothing to install. Both full modes are on Galaxy Store: one purchase, no ads, no subscriptions.
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