D DELVE docs Risk-to-Earn · Extraction RPG Play ▸
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Dive deep. Extract alive. Consecrate your spoils.

DELVE is a browser-based extraction-RPG with real permadeath and a real-money season economy. Every artifact you carry out of the dark is unrealized winnings — and everything on you is lost the moment you die. This is the manual.

DELVE town — the safe hub where you stash loot, shop, and consecrate artifacts
3
Classes
T1–T5
Wilds + 5-floor Dungeon
95%
of the pool paid to players
14 days
per season

What’s New — Bigger Threats & New Enemies

The roster is growing. New telegraphed area-denial foes — dodge the ground-ring or pay for it.

  • The Bonecaller. An artillery necromancer that roots at range, chants a telegraphed cast, then lobs a magenta skull-fireball that detonates into a necrotic AoE plus a blinding cloud. Stalks the Blight and the deep dungeon.
  • Mutant Revenant. A hulking undead melee elite — now rendered at full looming size — that soaks hits and punishes a missed step. Blight + dungeon.
  • Gazer. A hovering flying-eye that kites at range and pelts you with bolts. Forest & Swamp.
  • Goblin Bombthrower. A short windup, then a lobbed firebomb that bursts in a small AoE — the teaching-version of the Bonecaller. Forest.
  • Sporeling. A rooted mushroom that spits poison spores — easy to ignore, painful if you linger. Swamp.

What’s New — Level 30, Prestige & Wings

The end-game just got deeper, deadlier, and more rewarding.

  • Level cap is now 30. The XP curve and rewards are retuned around the new ceiling.
  • Prestige & Wings. At level 30, prestige at the Herald in town: reset to level 1 and earn a set of animated Wings. Prestige again for the next tier — T1 feathered, T2 bat, T3 radiant (3 total). Worn wings grant +2.5% attack & cast speed and +25 max HP / +25 max MP. Wings, prestige rank, and fame are all lost on death — the stakes stay real.
  • Fame & Leaderboards. Reach the cap and don’t prestige, and every kill earns Fame. Talk to the Herald (or press L) for the Hall of Legends: Holy Spirit (with live estimated USDC payout), Fame (fallen heroes), and PvP Kills.
  • Harder end-game. Wilds T4/T5 hit harder and last longer, and the T5 Demon Lord and other heavy melee now wield real gap-closing and spinning attacks. Player base HP was halved so positioning matters — with a no-one-shot safety floor.
  • Polish. Quickslots show consumable icons, potions burst into a red/blue magic swirl, the Bow’s Jump has its own sound, loot bags lost their floating labels, and every placed prop now blocks movement (no more mobs spawning inside scenery).

What is DELVE?

DELVE is a 2D top-down extraction-RPG you play in your browser — no install. It fuses four ideas: RotMG's permadeath, Tarkov's extraction tension, Diablo's combat & loot, and a Cambria-style risk-to-earn wrapper where the stakes are real money.

You spawn in a safe hub Town, then choose where to dive: the open Wilds (five escalating biomes, T1–T5) or the procedurally-generated Dungeon (five floors, two bosses). Deeper means richer drops — and a far higher chance of never coming back.

⚔️

Skill-driven combat

Cursor-aimed abilities, dodges, cooldowns. Your survival is earned, not rolled.

💀

Real permadeath

Die in the field and you lose your character and everything on it. Town is safe.

Real stakes

Artifacts you extract become a share of a real USDC prize pool, paid out on-chain.

The one-sentence pitch A carried, un-consecrated artifact is unrealized real money you can lose by dying. Everything in DELVE flows from that single tension.

The Core Loop

Spend → dive → drop → extract → consecrate → claim.

1

Enter the season

Buy a Pilgrim's Charter (your season pass) and stock up on Energy. 88% of every dollar flows straight into the prize pool.

2

Dive

Leave Town for the Wilds or Dungeon. Energy drains every second you're outside Town — faster the deeper you go. The clock is the economic pressure.

3

Kill & collect

Monsters drop Artifacts (T1–T5). Deeper zones drop higher tiers. They sit in your inventory — carried means at-risk.

4

Extract — or die

Reach an extraction ladder and survive the timer to bank your haul in Town. Die first and everything you're carrying is gone.

5

Consecrate

Walk to the Priest in safe Town. Each artifact spins a slot-machine reveal and mints Holy Spirit — your share of the pool.

6

Claim

When the season ends, your Holy Spirit share converts to USDC, published on-chain. You claim it with one signature.

Stakes engine, not a new risk system DELVE's permadeath already does the heavy lifting. The season economy just attaches real value to what you carry — the only new rule is that Holy Spirit is minted only at the Priest, in safe Town.

Quickstart

  1. Open the game at dlv.gg and create an account.
  2. Pick a class — Warrior, Ranger, or Mage. Each plays completely differently.
  3. Learn the controls in Town (no danger there):
InputAction
WASDMove · Shift to sprint (doubles as a dodge, costs Stamina)
Left-clickBasic attack toward the cursor · interact with nodes/NPCs
Q / E / RAbilities — Q & E are core, R is your ultimate
IOpen inventory · Esc to close
TChat · Enter to send
FEnter the Dungeon (from the portal)

Start in T1 Forest or Dungeon F1. Get a feel for combat, grab a few low-tier artifacts, and practice the extraction timer before you risk anything valuable.

Classes & Abilities

Three classes, each with four abilities: a basic (left-click), Q, E, and an R ultimate. Your class is fixed for the character.

Warrior — the bruiser

Closes gaps and trades HP for kills. High survivability, melee range.

KeyAbilityWhat it doesMana
ClickSlashMulti-target forward cone0
QLungeLeap forward, damage + brief stun on first hit60
EBlind Rage20s buff: ×2 move/attack speed, +25% damage100
RWhirlwindSpin: 6 AOE pulses around you30/pulse

Ranger — the kiter

Controls space and punishes from afar. Fragile up close, lethal at range.

KeyAbilityWhat it doesMana
ClickRapid Shot / Quick ShotA burst of 4 arrows fired straight down your aim — plus a free single-arrow auto-attack on left-click40 / 0
QJumpPure mobility leap — reposition instantly, with brief i-frames80
ESnipeInstant long-range piercing shot that freezes everything it passes through360
RRain of Arrows4-second AOE zone on a target area220

Mage — the caster

Burst, blink, and damage-over-time. Mana-hungry, high ceiling.

KeyAbilityWhat it doesMana
ClickShadow BeamHitscan ray — must connect with a target12
QTeleportBlink with brief invulnerability frames70
EPoison CloudGround damage-over-time zone110
RBurnLock-on DoT on up to 4 targets180

Combat & Death

Combat is real-time and skill-expressive: aim with the cursor, weave abilities around cooldowns, and use sprint to dodge. Three resources govern a fight:

ResourceRoleNotes
HPYour lifeScales with level + gear. Hit zero and you die.
ManaPowers abilitiesMost abilities cost mana; the ultimate costs the most.
StaminaPowers sprint / dodgeRegenerates faster out of combat.

Damage mitigation stacks multiplicatively (armor, defense, dodge, block), and there's a 5% minimum-damage floor — no instant one-shots. Crits, lifesteal, and elemental effects (poison, burn, slow, blind) all come from gear and abilities.

Death is permanent in the field If you die in the Wilds or Dungeon, your character resets to level 1 and you lose everything you were carrying — gear, gold, and every un-consecrated artifact. Your account stash and stashed gold survive. Town is always safe.

Extraction

To bank a run, reach an extraction ladder and stand on it through a short timer. Taking any damage restarts the timer. Extracting returns you to Town with your haul intact — that's the only way carried loot becomes safe. Running out of Energy force-extracts you (a soft fail; you keep your cargo), but dying is the hard fail that loses it.

The World

Three kinds of space: safe Town, the open Wilds, and the Dungeon.

Town

A persistent, always-safe hub. No PvP, no energy drain, no risk. Here you manage your stash, shop, smith, gather at starter nodes, and — crucially — visit the Priest to consecrate artifacts. Nothing is lost in Town.

The Wilds — five biome tiers

Chained open biomes, each deadlier and more rewarding than the last. Walk the SE portal to descend a tier; the NW portal ropes back toward Town.

TierBiomeDanger~LevelSample threats
T1Forest1.0×1–8Wolf, Wood Goblin, Sylvan Archer
T2Swamp1.8×8–15Lizardfolk, Bog Hag, Mire Shaman
T3Blight3.2×16–24Plagued Druid, Wraith Hunter, Treant
T4Castle Approach5.5×25–35Demon Imps, Hellforged Brute, Pyre Adept
T5Castle Interior8.5×36–50Iron Sentinel, Soul Reaver, Demon Lord

The Dungeon — five floors

Procedurally generated each run, five floors deep. Each floor has passable tiles, walls, a descent point (deeper), and an extraction ladder (back to Town). Danger climbs sharply per floor.

  • Crypt Lord — boss on Floor 3.
  • Void Lich — terminal boss on Floor 5.
  • Treasure goblins flee on sight and drop fat purses if you can catch them.

Gear & Loot

Gear is your power curve. Eight equip slots — weapon, armor, amulet, helm, boots, offhand, and two rings — plus a 4×4 inventory you carry into the field and a larger account stash that survives death.

The DELVE inventory and equipment paperdoll
The equipment paperdoll & inventory — what you build, and what you carry at risk

Rarities & stats

Stats are deterministic and set-in-stone: two items with the same name and rarity are always identical — no random rolls, no gambling for a good copy. Rarity decides a base item's power and how many bonus affixes it carries, and legendaries get a unique silhouette plus a signature affix.

RarityAffixesFeel
Common2Base stats only
Uncommon2–3A small edge
Rare3–4Build-shaping bonuses
Epic5–6Strong, specialized
Legendary7–8Unique silhouette + signature affix

Affixes cover damage, attack speed, crit chance/damage, armor, HP, mana, dodge, luck, move speed, lifesteal, and regen — capped per class so builds stay distinct. Rings carry the advanced stats: spell damage, lifesteal, mana-steal, cast/attack speed, and on-hit stun. Legendaries are gated to deep zones: T5 bosses drop them often; T1–T2 never do.

Loot bags (RotMG-style)

Kills aren't guaranteed drops — gold and items roll independently, and a bag only spawns if something rolls. Bag color reflects the best item inside: browngreenbluepurplegold (legendary). The killer gets a short loot-priority window, then it's free-for-all; bags despawn after a few minutes.

Professions

Account-level skills that persist across characters and feed your gear economy.

SkillTrain byYields
MiningStriking ore veins with a pickaxeOre (Copper → Rune)
SmithingCrafting at the anvilBars, then weapons & armor — higher skill yields better rarities
FishingFishing at spotsFish — cook for heal-over-time
DungeoneeringClearing floors & killing dungeon monstersLoot-luck bonus (more rolls, higher rarity)

Three Currencies

DELVE keeps three currencies strictly separate. Conflating them breaks the economy — so the game never does.

CurrencyWhat it isReal value?Resets?
GoldIn-game soft currency for shops, repairs, NPC servicesNonePer season
Holy SpiritYour share of the real prize poolYes — pays USDC at season endPer season
BlessingsAccount-level prestige points, earned by everyoneNone (cash)Persists forever
The in-game gold shop in Town
The Town shop runs on Gold — the soft in-game currency, with no real-money value
Holy Spirit is a share, never a coin There is no fixed Holy Spirit → USDC price, ever. Your payout is your_HS / total_HS × player_pool. Minting more Holy Spirit only dilutes the share — it can never promise a dollar the pool can't cover. The system is solvent by construction.

Charters & Energy

Two things you buy with real money — and they're what fund the prize pool. 88% of every dollar goes into the pool; 12% to treasury (ops, infra, gas, audits).

Pilgrim's Charter — the season pass

Your gate to redeemable play. One purchase per season unlocks Holy Spirit eligibility.

TierPriceGrants
Standard$256,000 starting energy · 1,500/day regen · HS eligibility · season seal cosmetic
Founder$7520,000 starting energy · 2,500/day regen · cosmetic set · +10% Blessings · early access
Whales can't buy a better rate Buying more energy buys more time in the field — never a better Holy Spirit rate. Under the pari-mutuel pool, a whale who farms most of the Holy Spirit mostly just wins back their own deposit minus the house cut. Spend buys opportunity; skill converts it.

Energy — the sink and the clock

Energy drains per second while you're outside Town, faster the deeper you go. "How long do I dare stay?" is the core economic decision.

Wilds zoneEnergy/secDungeon floorEnergy/sec
Town0F11.5
T1 Forest1.0F22.2
T2 Swamp1.6F3 (Crypt Lord)3.2
T3 Blight2.6F44.5
T4 Castle Approach4.0F5 (Void Lich)6.5
T5 Castle Interior6.0

Drain pauses on extraction tiles and cleared safe rooms. At 0 energy you're force-extracted — yanked safely to Town with your cargo intact (you don't die). Energy Orbs ($5 / $20 / $50, bulk-discounted) top you up mid-season and also fund the pool.

Free, no Charter: a small demo energy bar, T1 only, earning Blessings only — no Holy Spirit, no consecration-value artifacts. It's the on-ramp, fully decoupled from the pool so free players never dilute it.

Artifacts

Artifacts are a distinct item category — shiny collectibles whose only purpose is consecration. They take inventory space, so carrying them is the risk, and they're wiped on death like any loot.

Mote
T1
Shard
T2
Relic
T3
Reliquary
T4
Divine Idol
T5
TierNameHoly SpiritLook
T1Mote of Spirit50–150Small glowing wisp
T2Spirit Shard200–600Faceted crystal shard
T3Sacred Relic800–2,400Ornate reliquary fragment
T4Hallowed Reliquary3,000–9,000Gilded, radiant relic
T5Divine Idol12,000–40,000Animated halo, lights the screen

Drops fire on ~20% of kills (elites ×2; bosses guarantee 1–3 at the zone's top tier). Deeper zones roll higher tiers. Then there's the jackpot layer:

✦ Ascended — 2.5%

×3–5 the rolled value, a unique shimmering skin, and a big reveal moment.

✦✦ Mythic Ascended — 0.1%

×10 value with a screen-wide event. The rarest sight in DELVE.

Ascended variants are pure variance on the share unit — they cost the pool nothing (still just Holy Spirit), so we make them as loud as we like.

Consecration

The payoff screen. Once you've extracted, walk to the Priest in Town and consecrate. This is the only place Holy Spirit is ever minted.

Feed the reels

Your carried artifacts feed in one at a time, each spinning a reel that lands on its Holy Spirit roll. The number ticks up fast and loud.

Chase the jackpot

Ascended hits trigger screen shake + golden bloom + fanfare; Mythic triggers a screen-wide cascade.

See the finale

A panel shows your new Holy Spirit balance, your live estimated USDC, your share %, the current pool size, and your rank.

The estimate never lies The USDC figure is always labelled "Estimated — settles at season end" and recomputes live. It ticks down as others farm (dilution) and up as the pool grows. That movement is honest — and it's more dopamine, not less.

Holy Spirit & The Prize Pool

DELVE's prize pool is pari-mutuel: everyone's money goes into one pot, and at season's end the pot is split by each player's share of all Holy Spirit minted.

prize_pool   = season_seed + 0.88 × Σ(all Charter + Orb purchases)
player_pool  = 0.95 × prize_pool      ← distributed to players
               3% → creators / affiliates
               2% → bug bounty
treasury     = 0.12 × Σ purchases     ← ops, gas, audits, next seed

The pool is player-funded and uncapped — more spend, bigger pot. Season 1 is bootstrapped with a real cash seed so it's visibly +EV for the first cohort.

The payout math

share_i  = HS_i / Σ HS                  your fraction of all Holy Spirit
gross_i  = share_i × player_pool        your slice of the player pool
payout_i = gross_i  if ≥ $10, else 0    (sub-$10 dust redistributes pro-rata)

Worked example

  • Player pool: $250,000 · total Holy Spirit minted: 9.75 billion
  • Your Holy Spirit: 1,303,198 → share = 0.01337%
  • Payout = 0.0001337 × $250,000 = ≈ $33.41 USDC

The absolute Holy Spirit numbers are arbitrary — only the ratio pays — but big numbers feel good, so a strong run reads in the millions and a season in the billions.

Payouts & Claiming

The money is on-chain; the game is off-chain. The blockchain touches exactly two moments per season: publishing the results, and letting you claim.

  • Chain: Base (Coinbase L2) — native USDC, a built-in fiat → USDC on-ramp, and low gas.
  • Wallet: link yours with a Sign-In-With-Ethereum signature. DELVE never custodies your keys.
  • Settlement: after the season locks, shares are computed and audited off-chain (1–3 days), then a Merkle root is published to that season's distributor contract.
  • Claim: submit a proof and the contract pays you. You have a 90-day window.

The distributor uses Uniswap's canonical, battle-tested Merkle-distributor pattern and is security-audited before mainnet. We write no novel money logic.

Seasons

DELVE runs in seasons — a fresh, fair start each time, classic battle-pass cadence.

PhaseLengthWhat happens
Live14 daysPlay, dive, consecrate, accrue Holy Spirit
LockoutinstantHoly Spirit supply frozen; no more earning
Computation1–3 daysShares computed, ledger audited, Merkle tree built
Claim90 daysRoot published on-chain; claim your USDC anytime
Intermission3–4 daysPatches & balance; next season seeded

Resets each season: characters, levels, gear, gold, Holy Spirit. Persists across seasons: Blessings, cosmetics, account prestige, your linked wallet. Unclaimed USDC after 90 days rolls into the next season's seed.

Blessings

The non-cash progression layer, earned by everyone — including free players. Blessings come from any play, quests, achievements, first-clears, and leaderboard placement.

Spend them on cosmetics, account prestige/titles, and future-token allocation. They are never redeemable for the prize pool — which is exactly what lets free players engage fully without diluting a pool they didn't fund.

Verifiability

Trust is the product, so DELVE surfaces it everywhere:

Live pool counter

Reads the on-chain prize-pool balance directly — links to the block explorer.

Live share %

Total Holy Spirit supply and your share, updating in real time.

Published leaves

After settlement, the full leaf list + Merkle root + contract address are public.

Verify your payout

An in-client link lets anyone independently check their own number.

Balances are derived from an append-only, idempotent event ledger — never edited in place. Every payout is something you can verify yourself.

PvP & Stakes

PvP lives in designated high-stakes zones. The economy-safe rule is simple:

  • Kill a player and you can take their carried, un-consecrated artifacts — a transfer of artifacts that already exist.
  • Holy Spirit is never minted by PvP. It only ever mints at the Priest, from extracted artifacts.
Win-trading is dead on arrival Two colluding accounts feeding each other kills just shuffle existing artifacts around — no net Holy Spirit is created, so there's nothing to exploit. PvP raises the tension without opening a minting hole.

Anti-Abuse

VectorWhy it doesn't work
Sybil / multi-accountThe Charter is a paid gate; free value is capped (T1-only, Blessings-only). Multi-accounting costs real money per account for zero rate advantage.
BotsReal-money entry taxes bots; all drops are server-rolled; behavioral rate-limits apply; the $10 floor erases micro-farms.
PvP collusionHoly Spirit is never minted by PvP — collusion only moves existing artifacts.
WhalesSelf-limiting under pari-mutuel; no Holy Spirit rate advantage from spend; skill-gating keeps it from being pay-to-win.
Payout disputesAppend-only ledger + published Merkle leaves mean anyone can verify their own number.
Why this is skill, not a slot machine Raw efficiency rises ~3× from T1 to T5 — a real risk premium for going deep. But that premium is gated behind survival: effective_HS/energy = raw × (1 − P(die before extract)). A reckless player dies and the premium evaporates; a skilled, well-geared one captures it. The reveal is RNG; your long-run rate is earned.

FAQ

Do I need crypto experience to play?

No. DELVE plays in your browser like any game. The prize pool settles in USDC on Base with a built-in fiat on-ramp — you can buy in with a card and cash out without ever touching a crypto exchange.

Can I lose more than I spend?

You can lose what you spent on Charters and Energy (that's the entry cost, like a tournament buy-in). You can't go negative — there are no loans, no leverage. What you risk in a run is your carried loot and time, not extra money.

What exactly do I lose when I die?

Everything your character is carrying: gear, gold, and all un-consecrated artifacts, and the character drops to level 1. Your account stash, stashed gold, Blessings, and already-consecrated Holy Spirit are safe. Town is always safe.

Is the payout guaranteed?

Your share is guaranteed; the dollar value depends on the final pool size and total Holy Spirit, since it's pari-mutuel. The pool can always cover every payout because Holy Spirit is a share, not a priced coin — the system is solvent by construction.

Can a whale just buy first place?

No. Money buys energy (time in the field), not a better Holy Spirit rate. Converting energy into Holy Spirit takes surviving deep dives — that's the skill axis. Under pari-mutuel, a whale who farms most of the pool mostly wins back their own deposit minus the cut.

What happens to free players?

Free play is a real demo: T1 only, earning Blessings (cosmetics/prestige), never Holy Spirit. Free players never dilute the prize pool because they never mint into it.

When and how do I get paid?

After the season's short computation window, a Merkle root is published on-chain and you claim your USDC with one signature, anytime within 90 days.