Rise to Greatness

Extraction ARPG · Closed alpha by invite

Rise to Greatness

A 20-minute dungeon heist for three.

Drop in with what you dare to lose. Grow stronger every minute you stay. Get out before the dungeon — or the other nine players — decide you won't.

Windows and Linux · Free during the alpha · Invites go out in waves

Stakes, depth and a curve

Everything you carry can be lost

You choose the gear you bring from your vault. Extract and you keep it, along with everything you found. Fall, and it spills onto the floor for whoever gets there first.

Loot that matters because you can lose it

183 affixes across five rarities, item sets, sockets and runes, and a star ladder you climb by fusing duplicates — until a weapon awakens into a different swing.

Power that lasts one raid

Every monster feeds your level. Every level offers a choice of three upgrades, picked mid-fight. All of it is gone when the raid ends; only what you carried out survives.

The raid

Twenty minutes, three acts

Four teams of three share one generated dungeon and one clock. The clock is not on anybody's side.

  1. From the drop to minute 7

    Descent

    Every exit is sealed. Nobody is carrying anything worth taking yet, so the question is how much you can clear before the doors open. Loot fast, or loot safe.

  2. Minutes 7–15

    Contest

    The boss beacon lights and the exits start to open, two at a time and never for long. Everyone who stayed is stronger now — and carrying more.

  3. Minutes 15–20

    Collapse

    The dungeon comes down. Hazards quicken, the fog closes in, and only one exit opens at a time. Fight for it, or lose everything when the clock runs out.

The full rules of a raid

Straight from the game

A raid in the Barrowmere during the Contest: the exits are open, dropped items glow beside the player, and the HUD shows the act clock, vitality and the ability bar.
The Contest in the Barrowmere: the beacon is lit and the exits are open.
A level-up offer of upgrade cards beside a Bone Colossus, while a downed teammate waits to be revived.
A level up in the middle of a fight. The game never pauses for it.
The summary after extracting: the items banked and lost, the team's outcome and the raid's counters.
Out alive. The summary says exactly what came home.

One developer. Generated, not drawn.

Every character, monster, item icon and dungeon, and every sound and note of the score, is produced by the game's own code. Nothing is hand-drawn, recorded or licensed.

That is how one person builds a game of this scope — and why a weapon that changes what it does at the top of the star ladder also changes how it looks. The servers run in Germany, and every hit, drop and position is decided there, never on anybody's machine.

Elite members of the seven monster families, each with its own silhouette and colours.
Seven monster families, told apart by their shape rather than by a label.

Closed alpha

Get an invite

The alpha opens in waves. Leave your e-mail address and I will send you a key when a place opens up. No newsletter: a confirmation, your invite, and a short note when the game reaches its next phase.

  1. Join the list
  2. Confirm your address
  3. Get your key and play