Inferos - Idle Dungeon Crawler
by Andre Potgeter
Media
Your heroes descend endlessly through a procedurally-hostile dungeon while you manage your phone, accumulating gold and loot offline. You assemble a rotating party of 24 distinct characters—from warrior archetypes to stranger companions like a young dragon and a devoted slime—to tackle 21 bosses across themed biomes with different elemental threats. Best for players who enjoy party-building and watching their team progress without active engagement.
About this game
Beneath the mountains lies a dungeon from which no one returns. At its gate hang the banners of those who tried. Your party goes in anyway.
Inferos is an idle RPG. Your heroes keep descending while you do something else. When you return, they bring back gold, loot, and scars.
THE COMPANIONS
Three set out: a warrior, a huntress, a cleric. What joins them after isn't found in a tavern alone.
A mage whose fire reaches further than any torch. A berserker who doesn't notice wounds. A paladin, a druid, a bard whose songs sound strange down here. Deeper down: the Shadowblade, the Blood Lord, a necromancer who turns the dungeon's dead against it. A Stormcaller. A centaur. A young dragon who doesn't yet know what it will become. And a slime that joined the party—and no one sends away.
There are twenty-four in total. Six go down at a time.
WHAT AWAITS BELOW
Gorx, the Rat King, in a nest of a thousand tiny eyes. Morgul, the Bone Priest. Kharak'zah, the Orc Boss. Grimclaw. Skarn, the Cursed. Vharok, Lord of the Deep, who was already there when the dungeon had no name yet.
Twenty-one bosses, and between them, everything that found room in the darkness: rats and orcs, undead and demons, things of frost, ash, and void. Fire, ice, lightning, earth, nature, light, void, poison — down below, every floor has its own way to kill.
PLACES OFF THE PATH
Frostpeak. The Ash Depths. The Sunken Vault. The Bone Garden. The Starforge. Each with its own rules and a guardian to enforce them.
And side paths that rarely open. Behind them sit the lost ones: Aurelia in the Sun Shrine. Seraphel in the Hall of Light. Verdant in the Labyrinth of Thorns. Tempest on the Storm Peak. And Glub, whom you find in the Void Rift and can't get rid of afterward.
LOOT
Blades and armor from simple to legendary. Artifacts that work for the whole party. And unique finds that exist nowhere else — each with a story you can read in its name.
TWO FIGURES
One flips a coin to decide whether to help or attack. He knows more about this place than he lets on, and he says a lot.
The other does not give his name. The dungeon belongs to him. To him, this is an experiment, and he has been watching you longer than you think.
Anyone who reads carefully will eventually understand what this dungeon is truly made of.
No ads. No energy limits.
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