Press kit
The Long Descent: Necromancer Chronicles
A first-person, grid-based party dungeon crawl you can play a minute at a time.
Fact sheet
| Developer | Lawrence Mantin (solo, independent) |
|---|---|
| Platforms | Windows and Linux on Steam; designed for Steam Deck |
| Release | To be announced |
| Price | To be announced. One price, no microtransactions |
| Players | Single player |
| Controls | Keyboard, mouse or controller |
| Online | None needed. No account, no data collected |
| Contact | lawrence@cierra.net |
Short description
Lead a party of four through the ten floors of the Necromancer's crypt. Every step is saved, fallen heroes can be rescued, and if you wait too long, your dead party will come looking for you.
About the game
The Long Descent is a first-person party crawler in the tradition of the classic grid-based dungeon games, made for players who love them but no longer have whole evenings to spend. Each run is one descent: the party starts fresh, spells and healing are scarce, and at every stairwell you choose whether to go deeper for better loot or climb back to town with what you found.
The game saves the full state on every step and every combat action, so it can be closed at any moment and resumed days later on the exact turn, with a short recap of where you were.
Death is a setback, not an ending. A party that falls leaves its bodies and gear on the floor where it died, and a rescue party from the tavern can bring them home. But the Necromancer raises fallen adventurers: arrive too late and you may have to fight your own party, with their gear and the spells you chose for them.
Features
- Ten hand-tuned floors in three acts, ending with the Necromancer.
- Eight classes: Fighter, Cleric, Mage, Rogue, Barbarian, Ranger, Paladin and Druid.
- Autosave on every step and combat action, with a recap when you return.
- Rescue runs for fallen parties, and risen parties as a surprise boss.
- Quick fights: suggested actions, repeat last round and auto-resolve for easy battles.
- An auto-map that is always available.
- No energy, timers, lives or pay-to-win.
Art
Right-click and save, or use the links. More screenshots and a trailer will be added before release.
How it was made
The game is built in Godot by one developer. Characters, props and dungeon pieces come from CC0 asset packs by KayKit, Quaternius, Poly Haven and ambientCG; sound and music are CC0 work from Kenney and OpenGameArt artists. No content is generated while you play.
Made with thanks to KayKit by Kay Lousberg, Kenney, Quaternius, Poly Haven, ambientCG and the artists of OpenGameArt, whose free work fills the dungeon. The full list is in the game's credits.
Legal
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
Title lettering uses the Cinzel typeface by The Cinzel Project Authors, under the SIL Open Font License 1.1.