Let fate deal.
Wager on the relic reels. Match symbols to win gear, then equip, sell, or reroll your prize.
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✦ THE HOUSE HAS BEEN EXPECTING YOU ✦

Spin the reels. Break the house.
A dark fantasy slots roguelite where your next jackpot
might be the weapon that keeps you alive.





01 / THE GAME
A slot machine deals your equipment. A turn-based battle tests your build. Then the stairs open, and you do it all again—with more to lose.
Wager on the relic reels. Match symbols to win gear, then equip, sell, or reroll your prize.
Five relic slots. 123 item families in five rarities. Build for combat—or reshape the twenty-entry reel drum.
Read enemy intentions, lock your power, then stop the accuracy reel. Chain ten perfect stops to earn a free spin.
THIS IS FORTUNEBOUND
The reels deal your build. The house sends its monsters. A winning pull can change everything.

Match symbols. Win gear. Make five relic slots work together.

Time your strike and put your build to the test.

Three matching symbols. A shower of coins. A new relic to claim.
MEET THE HOUSE
A few familiar faces from a 151-enemy roster.

Some vaults have teeth. This one has an appetite.

The House has a cruel sense of humor.

The jackpot has a mind of its own.

Gold-plated jaws. No interest in negotiations.
ACTUAL IN-GAME SPRITES & ANIMATIONS ✦ EVERY FOE HAS A WORD FOR YOU.
RAID THE RELIQUARY
Your weapons do more than hit harder. Steal life. Reward first blood.
Turn a reckless CALL into a devastating opening.
Explore 123 item families · compare all five rarities ↗Understand every stat ↗

Its edge drinks before you do.
THE ELEMENTAL WHEEL
Buy a spin. Equip Fire, Water, or Electricity. Catch a combination pocket—or Trinity, the golden pocket that equips all three.
Water beats Fire. Fire beats Electricity. Electricity beats Water. Exploit a weakness for 20% more damage; the wrong element can cost you 20%. Combination pockets use your best matchup.
Spin between actions without spending a move. The price rises with your depth and repeated spins, then cools as you take turns without spinning and clear chambers. Your elements stay equipped until you spin again.
ONE HUNDRED AND FIFTY CHAMBERS BELOW
A fresh path through a house full of monsters.
Some want your coins. Others want a conversation.
A few might help you leave.
Three acts. Fifty chambers each. Explore fifteen haunted casino floors between sets of ten Pit Boss battles. Automatic attacks follow your equipped relics; temporary house favors help you reach the stairs. One foe becomes two, then three in Pit Boss battles. Follow your descent on the depth map, discover stronger levelled relics, face The Owner in chamber 150, and win to earn a permanent Gold Coin—start every future run with 1,000 coins.
Meet all six bosses ↗Level 100 mastery & progression ↗
Between fights, the house makes an offer.
Every price is printed. Every choice is yours.
STRANGERS ON THE STAIRS
189 lucky allies. 78 unlucky enemies.
A conversation can change the next fight.

LUCKY ALLY
He steadies your weapon hand and offers to carry the light.
Recruit him for Lantern Charge: one supporting strike and bonus Guard each fight. At depth 1, that means 7 damage before enemy Guard and +4 Guard for you; both grow with depth.
Companion slot one acts after your second action; slot two after your fourth.
Meet your travelling companions ↗
UNLUCKY ENEMY
One note from her repaired throat leaves your hands shaking.
Her curse weakens your strikes for the next two won battles. Keep your build together and survive until it wears off.
She cannot be recruited. A later unlucky encounter replaces the current setback instead of stacking another.
Know the encounter rules ↗MORE THAN A LUCKY PULL
Luck starts the conversation.
Your decisions finish it.

CALL for a stronger opening—and provoke the enemy. READ to reveal its coming moves and the tells that make it break script.

Time your attacks. Guard against the next blow. Spend a Relic Art charge when it matters. The enemy shows its intent; you choose the answer.
Add paylines, nudge near misses, discount spins, turn bombs into coins, or replace common drum entries with higher rarities.
Trade a relic. Stake your purse. Pay in blood. Fourteen encounters bring a different kind of gamble to the descent.
THE STAIRS GO DOWN A LONG WAY.
Be first to hear when the vault opens.
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