Gravehoard is a turn-based fantasy roguelike for iPhone, iPad, and Mac: the depth of the games that ran in a terminal, without having to memorize a fifty-key command list first. Make a character, walk down into a procedurally generated barrow, and haul out treasure you don't understand yet — then spend it in the town at the top and go back down better armed. Twenty floors down there's a crown nobody has ever carried out.
Everything buried wants to stay that way.
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They raised the Gravehoard to bury one dead king with his gold — and over the long centuries it grew, stone upon stone, floor beneath buried floor, into a barrow no one has found the bottom of, each age adding its own dead and its own treasure. The dead do not rest here. They wander, they hoard, and they wait.
One hand, one thumb
Hold your thumb anywhere on the screen and that spot becomes the center of an invisible eight-way pad — no virtual keypad, no tiny targets, nothing to hunt for. Movement and melee are the same gesture, wherever your hand happens to land. Shooting is the one thing that asks for a second tap.
The loot chase
Gear comes out of the dark unidentified, and the two possibilities look identical until you dare to put it on. Read a scroll, pay the Sage in town to do it properly, or just risk it. The uncertainty is the fun; a bigger number is not.
Range
A Target button appears on the edge of the screen when — and only when — you're carrying something that shoots and there's an enemy in range of it. That's how every action button in the game works: there in the moment it's useful, gone the rest of the time, so there's no rail of controls to learn and nothing to switch off. And it opens on whatever you were shooting last, so long as that thing is still standing.
Magic
You start with a scroll or two and an empty book. Everything else your caster ever learns came up out of the dark, or off the Arcanum's shelf on a day it happened to be stocked. Read a scroll and the spell is yours for the rest of the run, paid for in mana every time you cast it — and anyone who isn't a caster gets exactly one reading out of that same page. Once it's in the book, mana is the only gate: no spell carries a level requirement, so if your pool covers the cost you can cast it, and if it doesn't, that's a number you can read before you commit rather than a stamp on the card.
Ten ways in
Every one of them carries named boons and named banes, printed on the character sheet where you can read them before you commit. They are not a spread of stat modifiers over the same adventurer — a Sentinel and a Wizard want different floors, different fights, and different loot out of the same barrow, and neither one can play the other's run.
Master-at-arms — a flat bonus to hit and to damage with any weapon he picks up, so no found blade is ever wasted on him.
And no fortune at all — twice the fumbles, twice the crits taken, thinner loot — and no system of his own: no magic, no bow, no locks.
The biggest hit on the roster at every armor class, and the hit points to stand there swinging — with a two-hander that crits three times as often and comes round wide enough to catch more than one of them.
And he misses often, can't carry a shield, and wears the thinnest hide in melee.
Shrugs off poison and crits, braces to make himself harder to hit and blunt what lands anyway, and takes a free swing at anything that breaks and runs — set him in a doorway and the floor becomes yours.
And has the slowest kill on the roster, with no way to chase what keeps its distance.
Has the quietest tread on the roster and puts a dagger in an unwary back for triple damage, with the surest hand for locks, pressure plates, and thrown blades.
And he is frail and lightly armored, and loses any fight that lasts.
Opens the fight across the room, and reads the floor well enough to notice what the others blunder into.
And is weak up close, lightly armored, and only as dangerous as his last quiver.
Inscribes a prayer rather than spending it and casts it for mana ever after, closes his own wounds and burns out his own poison without potion or Healer, and rebukes the barrow's dead with something they have no answer for — every corpse in sight breaks.
And swings blunt or swings badly, with a modest ceiling either way.
A scroll anyone else burns once becomes a page he casts forever, and his is the widest repertoire in the game — ten spells to divine's eight, and the only ones that catch a whole room — with mana that rises every level and gear no other class can use.
And dies the moment something reaches him, handles a weapon badly, and has a very short story once the mana runs dry.
Starts with a purse instead of a weapon, is welcome at every counter in town and pays less at all of them, and runs on Luck alone — including the one Luck buys that nobody else gets: surviving a killing blow.
Which is either the best or the worst run you will have.
Wears cursed gear and takes it off again, prices a find where it lies, robs the dead of what they were buried with, and reads a trap before it reads him.
And every counter in town shuns him for what he does for a living.
Tames a beast and gives it standing orders — hold it at heel, where it never loses its nerve, or send it ranging ahead to scout, where it widens what you can see — and he feels animals through stone, cows a wild one into breaking, and tames another when his own falls.
And none of it counts against the undead and constructs of the deep floors.
Things that want to live
An enemy is asleep, or awake but not paying attention, or actually hunting you — and those are three different things. You see across a room; something that hasn't noticed you doesn't. That gap is where the stealth game lives, and closing it is usually your own fault.
Barrowmouth
Climb out with what you can carry and there are seven counters waiting for it, each holding to a strict trade and each with a purse that runs dry. Sell, identify, repair, drink, sleep, and go back down a little better armed.
A place, not a stack of levels
Climb back up and a floor is as you left it — explored, looted, and carried on without you, with whatever has wandered in behind you. Floors come in visual bands two to four deep, so the walls changing is an event rather than a texture swap.
Two rules, and you pick one
Standard is the default: you wake up in Barrowmouth keeping your level, what you learned, and the gear you were wearing, while your pack stays in a pile on the floor you fell on — still there, still slowly filling back up, while you decide whether to go down and get it. Hardcore is the old rule, and it means what it has always meant: you die once and that character is gone — no recovery, no pack to go back for, nothing to do but start again. It's opt-in, and badged wherever the game records what you did.
The depth and weight of the old heavy roguelikes, with the affordances of a modern app.
One character a run, every floor generated fresh, loot you can't identify, and combat slow enough that a single bad decision is the whole fight. Death is a real setback by default — and if you want it to be the end, that's a switch you throw yourself.
Nothing you have to memorize before you start — the buttons you're offered are the ones this tile can actually do, and they're named for what they'll do to it. There are keyboard shortcuts when you want them, and you never need one.
A run autosaves and syncs over iCloud, so the character you were playing on the Mac is the one waiting on your phone.
Sprites, torchlight, cast shadows, drifting dust, and fog that closes at the edge of sight, in a genre that spent thirty years drawn in punctuation.
Not a trial and not a timer — ten of Gravehoard's twenty floors, four of its ten classes, and a whole game with an ending of its own. Here's how it will be priced when it ships. The TestFlight beta is free, and while it runs testers play the whole thing — both barrows, all ten classes.
Ten floors and four classes to walk them — the Fighter, the Sentinel, the Rogue, and the Wizard — with Barrowmouth and its whole economy above. Every difficulty, both death rules, every save slot, iCloud sync across your devices, and nothing in it that expires. It ends the way it should: a golden chest in the deepest room of the upper barrow, a named legendary inside it, and a climb back up into daylight carrying the thing. Get it home and the barrow is yours, and the records say so.
Ten more floors under the ones you cleared, meaner the whole way down, and the Barrow-King's Crown at the bottom of them — the ending nobody has carried out yet. Six more classes: the Barbarian, the Ranger, the Cleric, the Vagabond, the Grave Robber, and the Beastmaster. Keep the character you already earned, and take that legendary down with you. One purchase covers iPhone, iPad, and Mac — every device you own, and up to five family members on theirs.
No ads. No subscription. No timed trial, no energy meters, no soft currency, nothing consumable, nothing to buy a second time. You pay once, or you don't, and either way that's the end of it.
Gravehoard is in beta now on TestFlight, for iPhone, iPad, and Mac — playable start to finish, and still being built. Leave your email and I'll send you the invite.
The upper barrow free, forever, ending and all. $7.99 opens the lower barrow — one purchase, three platforms, your whole family.
Join the waitlistGravehoard is made by one person, full time, in Austin, Texas.