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Coming to Steam · November 3, 2026

DelveWright, a first-person dungeon crawler with turn-based JRPG combat by CindieForge, coming to Steam

DelveWright key art: the mine gate at dusk, behind the DelveWright crest and banner

Settle the oldest debt in the world. Or die holding the receipt.

First-Person Crawler · Turn-Based JRPG

A first-person dungeon crawler with a classic turn-based JRPG heart. Explore The Below in real time, snap seamlessly into pure menu battles, and gamble each run’s loot between rebuilding your ruined town and diving deeper. Death costs only what you didn’t bank. The world only grows.

Wishlisting is the single biggest thing you can do to help it land on launch day.

Coming SoonDungeon CrawlerTurn-Based JRPGRoguelitePC · Windows & LinuxSteam AchievementsFull Controller Support

Two Games, One Seam

DelveWright is a first-person dungeon crawler wrapped around a classic turn-based JRPG. You move through The Below in real time, free movement, no grid, no tiles, until something finds you in the dark and the world snaps into a pure menu battle. No random-encounter fade, no separate battle arena: the fight happens right where you are standing.

When it is over, you are back to exploring in the same breath. Inside the menu it is the real thing, Attack, Magic, Item, Defend, with eight weapon classes, a level-gated spellbook, build-defining gear, relics, and bosses with signature abilities. The transition is the game.

Every dive is a greed decision. Bank your loot to wright your fallen town back to life, or gamble it descending deeper toward the richest seams. Die, and you lose only the un-banked haul. Your level, your gear, and the town you have rebuilt are permanent. The world only ever grows.

Coming to Steam November 3, 2026. Wishlist to help it land, and hear every beat first in the Forge.

See The Below

Same corridor, same step. The menu comes to you, and then it gets out of the way again.

DelveWright gameplay: the battle menu snapped open on a Gorge Worm in a torchlit brick corridor, Attack, Magic, Item and Defend listed on the left, HP, MP and level on the right
The snap. Same corridor, same step, now a menu battle.
DelveWright gameplay: exploring a dark corridor of The Below in first person on floor twelve, a creature waiting ahead, banked and carried gold tracked across the top of the screen
Free movement through The Below. No grid, no tiles.
DelveWright gameplay: two mossy beasts flanking a treasure chest and a stone pedestal in a torchlit chamber of The Below
A chest, a pedestal, and two reasons to leave.
DelveWright gameplay: picking up a Scout Lance and reclaiming an Ember Shard, gold from the haul lying on the corridor floor
Every coin is carried until you decide to bank it.
DelveWright pause menu showing Character, Inventory, Achievements, Controls and Settings over a torchlit dungeon room
Character, inventory, achievements. Full controller support throughout.

What Makes It Different

No other game sits exactly here: free first-person movement, a battle that snaps in right where you stand, and a push-your-luck banking loop you carry between runs.

Free Movement

Move through The Below in real time. No grid, no tiles, no fixed steps. You walk the dungeon like it is yours, right up until something in the dark decides otherwise.

The Seamless Snap

When a fight starts, the world snaps into a pure menu battle right where you are standing. No arena load, no random-encounter fade. When it is over, you are back to exploring in the same breath. The transition is the game.

Combat Kept Sacred

Inside the menu it is the real thing: Attack, Magic, Item, Defend. Four elements, MP, status effects, spell flash. No timing minigames or momentum gauges muddying the classics, just the turn-based heart, intact.

Read the Tell, Dodge the Hit

Every incoming attack has a tell. Defend on the beat and you negate the damage outright. The menu is classic; the timing under it is yours to master.

Bank It or Gamble It

Loot you carry out can be banked to wright your fallen town back to life, reopening the smith, the apothecary, the guild, each of which pays you back. Or gamble it descending deeper, where the richest seams are. Every dive is a greed decision.

The World Only Grows

Die, and you lose only the un-banked haul. Your level, your gear, and the town you have rebuilt are permanent. This is not a roguelike that hates you: the tension is the greed, never the punishment.

Combat Kept Sacred

No timing minigames muddying the classics, but real depth underneath: the turn-based heart, intact, with a build to master around it.

Eight weapon classes, each its own game

From the reach of a spear to the burst of a hand cannon, every class plays differently, and every swing throws its own attack effect: impact flash, dynamic light, sparks. More than 140 weapons and pieces of gear, each with its own attack animation. Rarer weapons bloom brighter. Your weapon is your build as much as your spellbook is.

A level-gated spellbook and four elements

Magic opens as you climb: fire, and its three siblings, MP to spend, and status effects that turn a losing fight. Depth underneath a menu you already know how to read.

Gear affixes, relics, and boss signatures

Build-defining affixes and relics stack into a fighting style that is yours. Then the stratum bosses arrive with signature abilities, reconstructing, enraging, calling for help, and ask you to prove it.

A Story That Answers Your Greed

The banking loop is not just economy. It is the spine of the story, and the game has been keeping score of how you played it.

Your greed feeds the final boss

The Overseer scales with the un-banked loot you walk in carrying. The banking loop is not just economy, it is the counter-play, and the last fight is the bill for how you played every dive before it.

A crew that fights like you do

Deeper down, a delve crew comes at you with your own playbook. It is a mirror match, and their leader gets one mid-fight beat of lucid recognition before it goes back to work.

The town warms. The Below notices.

Rescue the lost and the town thaws toward you one soul at a time. Stay out of The Below too long and it takes an interest instead, and the world goes colder and dimmer for it.

A sealed letter, and a last word

You carry a sealed letter from the first minute, and it pays off the whole thing. The ending is not a screen either. You walk your rebuilt town, and every soul in it has a last word for you.

A Bottom, Then No Bottom At All

A full campaign to beat, then a bottomless one to chase for as long as you like.

Fifty Floors

Five strata, five stratum bosses, and a campaign with a real finale.

The Endless Shaft

When the story ends, the bottom drops out. Bottomless descent with per-floor Depth Pressures that make every dive play differently.

New Game+ & Speedrun

Carry your mastery into a harder world, or race the clock. The long haul is built in.

Forged on five pillars
Free movement, not gridThe seamless battle snapBank it or gamble itCombat kept sacredThe world only grows

Questions

When does DelveWright release?

DelveWright is coming to Steam on November 3, 2026 for PC, on both Windows and Linux, with Steam Deck in mind. The store page is live now, and wishlisting is the single biggest thing you can do to help it land: it tells Steam to show the game to more players on launch day. Join the Forge, our Discord, and you will hear every beat between now and then first.

Wishlist on Steam

What kind of game is it?

A first-person dungeon crawler with a classic turn-based JRPG heart. You explore The Below in real time, free movement, no grid, then the world snaps seamlessly into a pure Dragon Quest style menu battle right where you are standing.

What is the banking system?

Loot you carry out of a dive can be banked to rebuild your ruined town, or gambled on descending deeper where the richest loot lives. Die, and you only lose the un-banked haul, your level, gear, and rebuilt town stay permanent. It is a push-your-luck greed loop without permadeath cruelty.

What platforms is it coming to?

DelveWright launches on PC via Steam, with native Windows and Linux builds, and it is built with the Steam Deck in mind. It ships with Steam Achievements, full controller support including DualShock and DualSense, color alternatives, and custom volume controls.

Is it a roguelike? Will I lose everything when I die?

No. Dying costs you only the loot you were still carrying. Your character level, your gear, and every building you have rebuilt in town are permanent. The world only ever grows, so a bad dive sets you back a haul, never a run.

Coming to Steam

November 3, 2026

Wishlisting is the single biggest thing you can do to help DelveWright land: it tells Steam to show the game to more players on launch day. The store page is live now, and Forge members hear every beat between now and November 3, 2026 first.