Autodelve strips the player input from roguelike dungeon runs, letting autonomous adventurers descend, battle, and die while you harvest their loot to upgrade successive generations. Managing up to six concurrent delves and converting fallen runs into permanent stat boosts creates a prestige loop that rewards both active optimization and idle watching. Best suited for players who enjoy incremental progression married to the unpredictability of roguelike systems.
About this game
A watch-it-happen roguelike meets a deep incremental. Your challengers dive, fight, and fall on their own — you spend their legacy to make the next generation stronger, and send up to six delving at once. Idle progress worthy of a second monitor.
Players, last 30 days
Peak 20 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended2 hrs
Starts a bit slow for the first prestige, but quickly gains speed after that. Good idle game!
Update 1.3.0 — Ascension A fifth prestige layer above Genesis, a seventh party member, a level cap that finally moves, a reworked Golden Cave, and a batch of fixes from your reports — Steam Deck included. Ascension Reach depth 1,500 to Ascend: reset Genesis and below for Sigils. Spend them in the Ascension Tree — 18 permanent nodes that raise caps, carry more through every reset, turn the Great Abyss into real income, and automate Genesis. Ascension Waypoint starts runs as deep as 1,100 after an Ascension. Apex of Axiom adds a seventh party member. Vessels — the level cap moves Uncapped upgrades stop at level 1,000,000,000, and late in an Ascension cycle that ceiling was what stalled your income. The new Vessel nodes make every level of your uncapped Legacy and permanent upgrades count more — up to ×2 each. Effect and cost scale together, so your buying pace is unchanged; tier n unlocks on your nth Ascension. Genesis & Farm New Genesis nodes: Abyssal Contraction, Primordial Vessel, Alchemy Limit Break. Several caps raised. New Farm nodes: Guardian Nest, Mycelium Memory, Root Memory. Higher plot tiers gated by Great Abyss layers. Golden Cave rework Depth cap raised from 50% to 100% of your Abyss record — but enemies and traps are ×32 there. Essence payout doubles per floor below your start, capping at ×64. Golden Vessel (Genesis) and Golden Apex (Ascension) raise that cap up to ×2^22. Result: the Abyss sets records; the Golden Cave is the high-risk, high-reward way to farm ground you've already covered. Combat & AI Deep floors bite back: enemies gain evasion and percentage damage in stages. Regeneration works in the Great Abyss; trap density there is back to normal. Fixed four exploration stalls (retreating after minor damage, circling, loot/explore flip-flopping, room bouncing). Fixed long-running saves wiping in the low Great Abyss layers. UI & fixes Steam Deck: larger text at low resolutions; forced fullscreen when the window can't fit (fixes the unclickable Legac...
Fixed an issue on Steam Deck where the game launched at a resolution larger than the screen, causing stretched display and unclickable UI elements (e.g. the Legacy tab). The game now starts in fullscreen automatically when the screen cannot fit the default window. We don't have a Steam Deck on hand, so this fix could not be verified on real hardware. If you still run into issues on 1.2.2, please let us know in the Community Hub — reports are greatly appreciated!
Our biggest update yet. Version 1.2.0 adds a whole new endgame arc beyond Rebirth: a fourth prestige layer, a brand-new game mode, a class system for your party, and a full challenge overhaul. Genesis — the fourth prestige layer {STEAM_CLAN_IMAGE}/46225221/b84f4d1c4038ce6f25411a88004eb2ecc2da1984.png Rebirth, defeat the 8th Stratum Guardian, and you can now perform Genesis: reset everything Rebirth leaves behind in exchange for Will, earned from your composite depth. Spend Will in the new Genesis Tree — 18 permanent nodes, organized by effect category, that empower all previous layers, raise the Rebirth Tree's caps, and unlock everything below. One of them, Research Limit Break, lets you re-research completed research nodes for stacking effects — a permanent sink for your surplus alchemy materials. New game mode: the Great Abyss {STEAM_CLAN_IMAGE}/46225221/ef8dd069979f7bf62da890317e63254e83dc097c.png A separate descent into layered floors that grow wider — and meaner — the deeper you go, with hostile layer modifiers and gatekeepers guarding the way down. Your party of up to 6 explores each layer together on a dedicated new main tab, with checkpoints so a wipe never costs you the whole climb. Clearing layers earns essence, two new alchemy materials, and pushes your lifetime records. Classes & abilities Assign each party member one of six classes — Swordsman, Sorcerer, Cleric, Rogue, Berserker, Sage — each with its own combat ability, via the new formation UI. Challenges, rebuilt Three new challenges join the roster (6 total): Mark of Solitude (no companions), Mark of the Classless (class abilities disabled), and Mark of the Deep Dive — a Great Abyss challenge run as a single reserved attack. Every challenge now has 10 stages tracked against your personal-best depth, and rewards are paid in four currencies: Essence, Echo, Core, or Will gain, +2% per stage cleared. More to grow Alchemy & Research: 3 new recipes using Great Abyss materials, plus a 4-node Genesis researc...
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