A run through the pyramid

Updated

A run, in the publisher's announcement, starts when the heroes wake inside the pyramid. The Steam page calls the same place a shifting labyrinth of ruins, kingdoms, and occult halls, with bosses guarding every layer. Layers and rooms change, so the path is not a campaign you memorize once. The announcement says the pyramid changes with every descent. The Steam page says you carve a path through an ever-changing labyrinth. That is the promise. It is not a map.

What a demo run looked like

The press demo described room-by-room choices. Doors paid out differently: gold toward a merchant, a totem for a Combat Mastery, or an artifact room. Difficulty climbed as the demo moved through eras, with swamps, a Pictish wilderness, and a medieval village named by the writer. A store screenshot of a flooded hollow with a stone doorway and small green creatures is the public image that matches a swamp. The era names beyond that are the article's, not labels burned into the screenshot. Two mini-bosses and a final boss closed a floor in that demo. Read bosses before you treat the count as a patch note. The studio said in the same interview that repeating the same mini-bosses is the current plan for the playtest, and that randomizing them is still a debate.

How long, and what you keep

A line in that Q&A offered 20 to 30 minutes as an example of a short clear. It was an illustration while talking about pacing, not a boxed timer. Do not quote it as the official run length. What you keep is the permanent half: hero levels and Wakestones. What the demo said you lose is the artifact stack. Dice sit in between, and their persistence is unconfirmed. Dying back to a hub was implied by the between-run Nexus talk. The store does not name the hub. See locations.

How to enter one before release

You cannot, unless a playtest wave includes you. Wishlisting does not start a run. When a wave does, the useful first-run plan is on the beginner guide: one Memory, parry before greed, dice spent only when the weapon is the problem. Co-op can share the run and should not share the pocket.

Verdict: Expect a changing, room-based climb with a boss at the end of a layer, permanent progress outside the run, and a loadout that resets. Treat era names and the 20-to-30-minute example as demo color, not as store facts.

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FAQ

Is it one sitting?

Unconfirmed. Steam Cloud is listed, which usually means a save can move between PCs. Slot rules are not published. See platforms.

Are rooms fully random?

The store says the labyrinth changes and no two journeys match. The demo still had readable room types. Full procedural rules are unconfirmed.

Do I pick a path on a map?

The demo was door choices inside the pyramid. A world map is not shown on the store screenshots.

What is the goal at the top?

The store says bosses guard every layer. A name for one last encounter past those layers is unconfirmed. See bosses.

Sources: Steam store page for app 5367670, checked 14 Nov 2026; Games Farm and Grindstone Steam announcement, 11 Nov 2026; Grindstone fact sheet on Games Press, 11 Nov 2026; Wccftech remote demo report and developer Q&A, 11 Nov 2026