← KANPI GAMES
Seven sealed layers and the tunnels cut through them
IN DEVELOPMENT

Delve & Devour

~ NECROMANCER OF THE CATACOMBS ~

The shape you dig decides what feeds.

Carve the terrain. That alone grows an ecosystem below, and it eats the heroes for you. You cannot give orders — you decide with shape.

Follow on itch.io

SHAPE DECIDES SPECIES

One verb: carve. Dig, and fill back in. That's all.

CORRIDOR

Corridors breed guards

Narrow passages call up tough species. Blockers grow there, and the corridor itself becomes the gate.

HALL

Halls breed swarms

Open space calls up species that win by number. Bodies pile in and smother by area.

SHAFT

Shafts breed the strange

Vertical drops call up fast species. The shape you dug is the steering wheel of evolution.

You cannot give orders. Shape is the only language you have.

SCREENSHOTS

At the bottom, an old servant greets the new master
Skeletons start rising in the tunnels you carved

NO ORDERS

Two verbs

Dig, and fill back in. No unit commands, no placement, no combat controls at all.

The food chain runs itself

Skeleton to ghoul, ghoul to bone dragon. You don't raise them — you carve the conditions that raise them.

A wipe isn't the end

Losing the heart is not game over. You take the downtime, and start again from the terrain.

SEVEN LAYERS

Spend essence to break the seals below, one at a time.

封印 I BEDROCK The first wall. You can feel your way this far.
封印 II THE FALL Drops appear, and fast species start to circulate.
封印 III LAVA Heat rewrites what the ecosystem can be.
封印 IV RUINS Shapes that were already there, not ones you dug.
封印 V HADES What worked in the layers above stops working.
封印 VI THE ABYSS The last seal, and the reckoning for everything you raised.
Runs in your browser (no install) / Single HTML, zero dependencies / Keeps running up to an hour while closed

IN DEVELOPMENT

Carve.
The rest eats on its own.

ALL TITLES →