▸ 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 & look | WASD / left stick / drag the left half of the screen to move. Mouse / right stick / drag the right half to look and aim. |
| Fight | Melee classes swing with Attack; casters fire spells from the hotbar or a hand. See your class below. |
| Aiming | Spells and shots fly where your character faces (the camera orbits freely). Face a foe and it auto-targets. |
| Jump & loot | Jump over hazards. Walk over loot to grab it; Interact opens chests and doors, talks to survivors, and takes stairs. |
| Hotbar & hands | Bind 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 & sheet | Open the pack to equip gear and drink potions; the character sheet shows stats, resistances, and your class kit. |
| Blocking | Armoured 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 cards | The 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. |
| Regroup | In a party, Recall teleports you to your nearest ally, even from another floor (short cooldown). |
| Descend | Clear the floor, find the down-stairs. Every 10th floor a guardian seals the way; beat it to go deeper. |
Controls · Keyboard & Mouse
| Move | W A S D |
| Look / aim | Mouse |
| Attack | Left click |
| Jump | Space |
| Interact / pick up / open door | E |
| Hotbar (cast spell / use item) | 1 2 3 … 9 0 |
| Hotbar: second row | Shift + number |
| Quick heal / quick mana | Q / F |
| Inventory | I (↑/↓ 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 hotbar | the item's action menu → Remove from hotbar (or bind something else over it) |
| Character sheet | C |
| Push-to-talk (voice chat) | V |
| Recall to ally (in a party) | R |
| Zoom | Mouse wheel |
| Map size | - / = |
| Chat | Enter |
| Mute | M |
| Menu / pause | Esc |
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.
| Move | Left stick |
| Look / aim | Right stick |
| Right hand (attack / cast) | Right trigger |
| Left hand (block / off-hand) | Left trigger |
| Jump | A |
| Interact / pick up / open | X |
| Quick-use wheels | LB (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 heal | Y |
| Quick mana | B |
| Inventory | View/Back (d-pad ↑↓ move · d-pad ◂▸ tabs · X/A item actions · Y drop · B back) |
| Character sheet | Right-stick click (R3) |
| Push-to-talk (voice chat) | Left-stick click (L3) |
| Recall to ally (in a party) | from the pause menu |
| Zoom | D-pad ↑ / ↓ |
| Map size | D-pad ◂ / ▸ |
| Menus: confirm / back | X or A confirm · B back |
| Menu / pause | Menu/Start |
Controls · Touch
| Move | Drag the left half of the screen |
| Look / aim | Drag the right half |
| Attack / Jump / Use | On-screen buttons (bottom-right) |
| Hotbar | Slot buttons + the R1/R2 row toggle |
| Inventory / Stats / Menu | Buttons under the minimap |
| Recall to ally (in a party) | The Group button |
| Map size | Tap the minimap to cycle its zoom |
Classes: How Each One Fights
| Warrior | Tank. Wades in, soaks hits, swings the heaviest steel. No magic, but reads scrolls if smart enough. |
| Sorcerer | Glass cannon. Ruinous arcane fire, paper skin. Cloth and wands only: keep your distance. |
| Rogue | Melee DPS. Fast feet, sharp knives, bleeding crits. Hit hard, slip away. No magic. |
| Cleric | Healer. Sustains the band, scourges the undead, sturdy in a robe of mail. Holy magic only. |
| Ranger | Ranged DPS. Kite, peck, never let them close. Bow and light blade. No magic. |
| Battlemage | Hybrid (Warrior × Sorcerer). Steel in one hand, arcane in the other. Master of none. |
| Necromancer | Glass cannon. Drains the living to keep going. Squishy, but feeds on what it kills. Necromancy only. |
| Paladin | Hybrid (Warrior × Cleric). Plate, shield, and holy light: a wall that mends the band. |
| Spellblade | Hybrid (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
- Online co-op: host or join a party and delve a shared dungeon, with built-in proximity voice chat (push-to-talk) so the screaming is positional.
- Local split-screen: pick 2 Players · Local Split-Screen on the title screen and grab a second controller. Player 1 plays keyboard & mouse (or pad), Player 2 plays on a gamepad.
- Regrouping: Recall teleports you to your nearest ally, even across floors, on a short cooldown.
- Descending: taking the stairs in a party asks everyone; the group descends together when all agree.
- Seed sharing: dungeons are seed-deterministic. Share a seed and run the exact same dungeon as a friend.
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
- Loot colour: grey → tan → white → blue → purple → gold = better.
- Inventory compare: highlight gear to see its stats against what you'd replace (»).
- UI too small? Options → UI Scale.
- Too dark? Options → Brightness calibration.
- Fountains are a gamble. Fishing is not: the dungeon's pools hide real loot.
Support
Stuck, found a bug, or have a question the Mad Wizard refuses to answer? Email contact@unitstudios.com.