Old tales became a dungeon.
A silver mine where dokkaebi fire drifts. A royal tomb with its coffin lids thrown open.
A marsh that soaks your ankles in fog. A fox den that bewitches, its rules shifting floor by floor.
And the Underworld, guarded by King Yeomra, open only to those who have gathered two orbs.
Four main dungeons, each with its own character, and seven side dungeons carved from story.
One turn decides whether you live. Die and you begin again — a classic roguelike.
The dungeon is drawn anew every run, and you come out with a different story every time.
■ Folktales become the rules
Meet a funeral procession: bow, or bar its way. Wrestle a dokkaebi. Throw a dried persimmon to a tiger.
Every choice carries its own price, and the gods are watching.
■ Serve a god, keep its taboo
Sanshin, the Dragon King, Samsin Halmi, Chilseong, Princess Bari, Jowang, the Dokkaebi Chief, Mago Halmi.
A blessing comes with a taboo; break it and wrath falls. A shaman can hold a rite to soothe it.
■ 14 species, 12 classes
Bear Folk, Serpent, Dokkaebi, Dol Hareubang, Crow…
Warrior, Assassin, Taoist, Shaman, Geomancer, Clown. Every pairing opens differently.
■ One card per level
Flame Hand, Lightning, Cloud Riding, Diamond Body. Thirty-two exist; you choose only among those drawn.
The same class grows differently every run.
■ 134 yokai, each one a folktale
Every yokai you meet is kept in the codex with the old tale it came from — weaknesses and habits besides.
■ One hand, portrait, offline
Tap to walk and fight. Auto-explore and auto-fight cover the dull stretches for you.
Death is not the end. It is the first line of the next story.