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

Explore like DOOM, fight like Dragon Quest.
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.
Forge members get the Steam wishlist link the moment the store page is live, and hear every launch beat first.
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 October 1, 2026. Wishlist to help it land, and hear every beat first in the Forge.
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. This is the DOOM half: 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. 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 that ask you to prove it.
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.
Questions
When does Delvewright release?
Delvewright is coming to Steam on October 1, 2026 for PC. 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 first, plus you get the wishlist link the moment the store page goes live.
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. Explore like DOOM, fight like Dragon Quest.
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. A mobile export is planned.
Coming to Steam
October 1, 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. Forge members get the store link the moment it goes live, and hear every beat between now and October 1, 2026 first.