A lone Dawnsworn stands on a ridge, looking out over the golden realm of Aurelia as the grey Blight creeps toward it.

GRIMROLL

Every blow is a roll of fate.

A dice-driven dungeon crawler set in a dying golden realm. March into the Blight, fall, rise stronger, and descend again.

🎲 Play Free

Free · plays in your browser · no download

The world

Aurelia is one flame from darkness.

A corruption called the Blight is devouring the golden realm, pouring from a wound one man tore in the world trying to cut death out of it. You are Dawnsworn, sworn to march to the wound and seal it. Gear up, roll the die, and go as deep as a hero can.

  • d20 combat, real decisions
  • 4 champions to master
  • 5-tier loot & Aspects
  • Level up every run
  • Optional dungeons & Wardens
  • 45 foes to catalogue
  • Endless Rift past the end

The trailer

See it in motion.

60 seconds · real gameplay · sound on

How it plays

The die decides. You decide everything else.

Every attack is a d20 roll: clear the enemy's defense to land it, roll a natural 20 to crit. But the roll is never the whole story. Spend your class resource, stack Bleed and Burn, raise your guard, time your abilities.

Explore each region freely: fog lifts as you walk, monsters roam and give chase, and not every fight is worth taking. It's the thrill of the dice with the weight of real choices, never a slot machine.

Kills pay experience, and every level offers a boon: more attack, more health, a steadier hand, or thicker skin. Choose, and keep marching.

Off the beaten road

The lair is always there. The rest is up to you.

Every region's boss beacons from the first step. Rush it if you dare, or go looking for what the fog is hiding. Both roads pay, in different coin.

Optional dungeons
🏛️ Behind the doors

Each region hides one or two dungeon doors in the fog. Inside: rooms and corridors, no rest, and a named Warden guarding the hoard. Retreat is allowed, and the door remembers where you left it.

Mysteries with a price
⚠️ The trap toll

Every mystery tile is a gamble, and about one in four carries a toll before it opens: a snare, a wailing ward that wakes the board, a greedtrap for your Embers. It never kills, and the reward still opens.

Shape your kit
🪓 Techniques

Each champion keeps benched techniques you can swap into the kit from the hero sheet between fights. More unlock through achievements as you prove the class.

Grow every run
✦ XP & levels

Kills pay experience, and each level offers a boon to choose. Elites pay double, bosses triple, and the region caps what trash can teach you, so the rusher and the sweeper meet the boss on even footing.

In the endless Rift
🌀 The Confluence

Every fifth Rift floor, the boss channels two corruptions at once and pays double Embers for the trouble. The deep gets stranger, and richer, the longer you last.

The march

Five fallen regions. Then the endless Rift.

Each region is a story, and every enemy in it is a casualty. A boss holds each one, and past the last of them the wound has no floor.

Walk the five regions, meet their bosses →

Choose your Dawnsworn

Four who rise.

One chassis, four ways to fight it: the shield, the flame, the knife, and the die itself.

Meet the champions and their kits →

Spoils

Loot worth reading.

Five tiers of gear, from Common to build-defining Uniques, with rolled affixes and Legendary Aspects that rewrite how you fight. Heal for what you deal, crit more often, make every Strike bleed.

Then take the piece you love to the Forge: hone it stronger, bind new Aspects onto it, reroll its stats, or gamble against the Temper, where the metal remembers being hurt.

The Rekindling

Death is not your end. It is your forge.

When you fall, the Last Hearth calls you back down the long line of fire and relights you. A fire must be fed, and the Hearth's fuel is memory: each Rekindling, it takes one. Not chosen; taken. A summer, a face, a song. Your Embers it keeps safe, banked by the Keeper for your return. Every death feeds the next run. The realm still needs you. Rise, and ride out again.

Three ways to march

Story. Daily. Endless.

The story
The March

Five regions, five bosses, one wound to seal. Level up with every kill, and watch the story unfold between regions as the road turns darker.

One seed · one attempt
Daily Challenge

Every player, the same dungeon, the same champion, one run. Prove yourself, keep your streak, and share the result without spoiling a thing.

Past the end
The Endless Rift

Fell Malakar once and the Breach stays open: start at the lip of the deep, seal a Trial, and descend until the names run out. How deep can a hero go?

  • 🏆 Leaderboard · how deep did you go
  • 📖 Bestiary · name all 45 foes
  • Achievements · 40+ deeds the Hearth remembers
  • 🗓️ Daily Reward · the Hearth keeps a gift lit

Rise, Dawnsworn.

Aurelia is one flame from darkness. Roll the die, and see how deep a hero goes.

🎲 Play Free

Free · in your browser · installable on your phone