Gloamreach: the complete wiki
Gloamreach is a real-time dungeon roguelite with a dark-fantasy look. You go down as a lightbearer, cross four seeded floors (the Ossuary, the Weeping Wood or the Hollow Mines, the Ashen Citadel or the Drowned Sanctum, and the Abyss) and fight a boss at the end of each one.
How to play
Every expedition is different: the seed decides the map, the chambers, the enemies and the loot. What you find on the way —relics, weapons, armor, amulets, rings and consumables— combines into builds with real synergies. If you fall, the embers you gathered go back to the Last Lantern camp and pay for permanent upgrades.
Controls
- Move
- WASD or arrows · virtual joystick on touch screens · gamepad left stick
- Aim and attack
- Mouse and left click (or J, with auto-aim) · touch attack button · right stick and A
- Dash
- Space or Shift · dash button · B
- Skills
- Q and R (right click casts the first) · skill buttons · X and Y
- Interact, flask, item
- E, F and G · small buttons · RB, LB and LT
- Map, gear and pause
- M or Tab, I, Esc or P · top-right buttons
Modes and options
- Expedition
- The normal game: pick a bearer, a random seed (or your own) and go down. Camp upgrades count.
- Daily Dungeon
- The same dungeon, class and seed for everyone today, under the week’s modifier. No camp upgrades and only one attempt.
- Gloom
- Unlocked by winning: tougher enemies and more embers per expedition, across five levels.
- Challenge codes
- A Vexply code fixes the seed and the bearer so you can compare the same dungeon with other people.
Rules
- An expedition has four floors. Each floor is a map of chambers connected in layers: you choose which door to take on the way to the Vigil (a rest) and the boss.
- Every door shows what lies behind it: battle, dangerous chamber, elite, treasure, shop, encounter, shrine, challenge, prisoner or cursed altar, and the reward the chamber pays.
- In a battle chamber the doors lock until every wave is defeated. Every enemy warns before it strikes (a flash, a mark on the ground): dash at that moment, since you take no damage while dashing.
- Healing flasks are limited; they refill when you rest at the Vigil or through some services. Health doesn’t regenerate on its own.
- Relics last the whole expedition and stack; of gear you carry one weapon, armor, amulet and ring, plus up to three spare pieces in your satchel.
- If your health hits zero, the expedition ends. The embers gathered, quests completed and everything discovered in the Codex are kept.
- Each floor hides a cracked wall: a bomb or an area hit opens it. Three pale shards open the Abyss’s Pale Door and the true ending.
Strategy
Relics carry tags (fire, poison, lightning, frost, bleed, crit, summon, blood, curse…) and loot leans towards what you already have: after two or three pieces of one tag you start seeing the relics that tie them together, like the Pyre Crown, which makes burning enemies explode when they die.
Curses are bargains: lots of power for a real cost (taking more damage, healing half as much, paying health per skill). The Penitent turns them into strength, and Brother Cael lifts them for gold if you change your mind.
Elites carry modifiers (swift, armored, venomous, volatile, vampiric, summoner, frenzied, warded): read the aura before going into melee.
Go deeper
Tips
- Read the door rewards: if you’re after a fire build, a chamber that pays a relic is worth more than one that pays gold.
- Save your dash for the telegraphed attack; don’t spend it walking around. It’s your best defense.
- Break pots and crates: they drop gold and sometimes hearts.
- Before the boss, the Vigil offers a rest or tempering your weapon. If you arrive with more than half your health and some flasks, temper.
- Rescue prisoners: each one opens a camp station with new upgrades.
Common mistakes
- Dashing all the time just to move: when the telegraphed attack comes, your dash is still recharging.
- Taking every relic you see without thinking about the build: three pieces of one tag are worth more than five loose ones.
- Saving flasks “for the boss” and dying in the chamber before: a flask drunk in time beats one kept.
- Fighting shielded knights head-on: circle around them or pile on hits until their guard breaks.
- Always choosing gold doors: without relics or gear, the third floor turns into a wall.
Mechanics
The tags that describe Gloamreach. Those with a page lead to similar games.
Glossary
- Roguelite
- A game of short runs through randomly generated dungeons where dying ends the run but something carries over between runs: in Gloamreach, the embers that pay for camp upgrades, the quests and the Codex.
- Build
- The set of relics, gear and skills that reinforce each other in a run. In Gloamreach loot leans towards the tags you already carry, so a build comes from picking a direction early.
- Telegraph
- The warning an enemy gives before it strikes: a flash, a line or an area painted on the floor. In Gloamreach every attack is telegraphed, and that is the moment to dash.
- Seed
- A number that decides everything random in a game. With the same seed the dungeon (or the deal) is identical: that’s how the Daily Dungeon and challenge codes work.
FAQ
- How long is an expedition?
- Between 10 and 25 minutes if you reach the end. It’s saved when you enter each chamber, so you can leave and continue later.
- What do I keep when I die?
- Embers for the camp, completed quests, achievements, records and everything discovered in the Codex. The expedition’s gear and relics are lost.
- How do I unlock the other classes?
- There are nine bearers. Three are available from the start; the rest wake up by defeating the first boss, rescuing the apothecary, reaching the third floor, carrying curses, defeating 200 enemies or finding a secret chamber.
- Is the Daily Dungeon the same for everyone?
- Yes: the same seed, the same class and the same weekly modifier, with no camp upgrades. When you finish you can share the result with the seed.
- Does it work on phones?
- Yes. On touch screens a joystick appears wherever you put your left thumb, with big buttons on the right. Gamepads work too.
- Where is my progress saved?
- Only in your browser: the camp, the expedition in progress, the history and the records. “Erase my progress” on the progress page deletes all of it.