STUDIOS

GloomDelve · Manual

Everything the Wizard won't tell you: how to play, plus every control on keyboard, gamepad, and touch.

The Basics

Descend the Mad Wizard's ever-shifting dungeon: one hundred floors of it. Every floor is conjured fresh from a seed: the rooms, the monsters, the loot are all pure calculated geometry. Fight, grab loot, and grow stronger as you fall; the deeper you go, the meaner it gets, and the better the spoils. Bind spells and potions to your hotbar, learn magic from tomes, and clear the guardian that seals each tenth floor. Bring friends for co-op, or brave it alone. Something waits at the bottom. The Wizard is quite sure you won't reach it.

First Steps

Move & lookWASD / left stick / drag the left half of the screen to move. Mouse / right stick / drag the right half to look and aim.
FightMelee classes swing with Attack; casters fire spells from the hotbar or a hand. See your class below.
AimingSpells and shots fly where your character faces (the camera orbits freely). Face a foe and it auto-targets.
Jump & lootJump over hazards. Walk over loot to grab it; Interact opens chests and doors, talks to survivors, and takes stairs.
Hotbar & handsBind spells and potions to the hotbar from the inventory (number keys, or an item's action menu). On a pad, two quick-wheels (LB / RB) fire them: tap to re-use, hold to aim. You can also hold a usable in each hand (the two triggers).
Inventory & sheetOpen the pack to equip gear and drink potions; the character sheet shows stats, resistances, and your class kit.
BlockingArmoured classes can hold a shield up to block: it doubles your armour against blows from the front, but you can't swing while it's raised, it slows you, and it won't stop a hit in the back.
Power cardsThe Wizard deals a hand of power cards as each run begins, at wizard caches every few floors, and again in hidden sanctums below. A card lasts the whole run and they stack, so draft toward your class's strengths.
RegroupIn a party, Recall teleports you to your nearest ally, even from another floor (short cooldown).
DescendClear the floor, find the down-stairs. Every 10th floor a guardian seals the way; beat it to go deeper.

Controls · Keyboard & Mouse

MoveW A S D
Look / aimMouse
AttackLeft click
JumpSpace
Interact / pick up / open doorE
Hotbar (cast spell / use item)1 2 3 … 9 0
Hotbar: second rowShift + number
Quick heal / quick manaQ / F
InventoryI  (↑/↓ move · Enter: item actions · G drop)
Bind to hotbar (in inventory)press a number on the highlighted item, or use its action menu
Remove from hotbarthe item's action menu → Remove from hotbar (or bind something else over it)
Character sheetC
Push-to-talk (voice chat)V
Recall to ally (in a party)R
ZoomMouse wheel
Map size- / =
ChatEnter
MuteM
Menu / pauseEsc

Controls · Gamepad

We use Xbox button names below to keep the table readable. In the game itself, the hints show the right glyphs for whatever pad you've plugged in (PlayStation, Steam Deck, Switch…), so you never have to translate.

MoveLeft stick
Look / aimRight stick
Right hand (attack / cast)Right trigger
Left hand (block / off-hand)Left trigger
JumpA
Interact / pick up / openX
Quick-use wheelsLB (left wheel) · RB (right wheel): tap re-uses the last slot, hold to open the wheel and aim with the left stick
Organise the wheels (in inventory)hold LB/RB to open a wheel, aim a slot with the left stick, release to bind the picked item · click the right stick to clear a slot
Quick healY
Quick manaB
InventoryView/Back  (d-pad ↑↓ move · d-pad ◂▸ tabs · X/A item actions · Y drop · B back)
Character sheetRight-stick click (R3)
Push-to-talk (voice chat)Left-stick click (L3)
Recall to ally (in a party)from the pause menu
ZoomD-pad ↑ / ↓
Map sizeD-pad ◂ / ▸
Menus: confirm / backX or A confirm · B back
Menu / pauseMenu/Start

Controls · Touch

MoveDrag the left half of the screen
Look / aimDrag the right half
Attack / Jump / UseOn-screen buttons (bottom-right)
HotbarSlot buttons + the R1/R2 row toggle
Inventory / Stats / MenuButtons under the minimap
Recall to ally (in a party)The Group button
Map sizeTap the minimap to cycle its zoom

Classes: How Each One Fights

WarriorTank. Wades in, soaks hits, swings the heaviest steel. No magic, but reads scrolls if smart enough.
SorcererGlass cannon. Ruinous arcane fire, paper skin. Cloth and wands only: keep your distance.
RogueMelee DPS. Fast feet, sharp knives, bleeding crits. Hit hard, slip away. No magic.
ClericHealer. Sustains the band, scourges the undead, sturdy in a robe of mail. Holy magic only.
RangerRanged DPS. Kite, peck, never let them close. Bow and light blade. No magic.
BattlemageHybrid (Warrior × Sorcerer). Steel in one hand, arcane in the other. Master of none.
NecromancerGlass cannon. Drains the living to keep going. Squishy, but feeds on what it kills. Necromancy only.
PaladinHybrid (Warrior × Cleric). Plate, shield, and holy light: a wall that mends the band.
SpellbladeHybrid (Rogue × Sorcerer). Dagger work laced with arcane bursts. Fragile, fast, deadly.

Warrior, Sorcerer, Rogue, Cleric and Ranger are yours from the start; you earn the rest by reading the story pages you dig up. Each class also has a signature ability (Whirlwind, Cataclysm, Vanish, Arrow Storm and more), shown on the character sheet.

Power Cards

On entry to each run, at the wizard caches he leaves every few floors, and again in hidden sanctums after boss fights, the Mad Wizard deals you a choice of power cards across four rarities. A card lasts the whole run, there is no limit on how many you can hold, and cards stack: exploding corpses, lifesteal, crit cascades, bomb-drops, see-in-the-dark, go-fast-on-kill… interesting alone, game-breaking together. Draft toward your class's strengths and build a walking catastrophe.

Playing Together

Difficulty

Five tiers, Whimsey, Mischief, Malice, Wrath, and Madness, scale the bestiary, the loot, and the Mad Wizard's mood from "beginner-friendly" to "he is openly laughing at you." Madness is unlocked by finding lore pages.

Lore & Unlocks

The dungeon is littered with lore pages: a story told in fragments that quietly assembles into the truth about the Prize. Every page you recover permanently unlocks something for your account: a class, a race, a harder difficulty, a colour scheme. Lost survivors between floors offer side-quests; help them and they'll pay in strong items, heals, gold, or pages of the story.

Saving

Quit to Title saves a solo or couch run; CONTINUE on the title screen resumes it (single-use, one slot). Online runs aren't saved. Profile progress (unlocks, lore pages, achievements) is always kept, and syncs via Steam Cloud on Steam.

Tips

Support

Stuck, found a bug, or have a question the Mad Wizard refuses to answer? Email contact@unitstudios.com.