HACK QUEST

Go deeper. Get stronger. Keep what you earn.

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Eight lands, eight dungeons

Set out from the village of Greywell into an open world of eight lands: farmland, dunes, peaks, forest, fen, frozen march, ash barrens and a drowned lake. Each land hides a dungeon, and at the bottom of each one waits a keeper of the old seal.

Every keeper guards a seal shard, a heart and an old tool: a lantern, a power glove, a grappling hook, a fire rod, a bow, a raft, a hammer and a flute. Each tool opens new ground. Gather all eight shards and the Hollow Gate opens on the King himself.

The town square: the elder, the bounty captain and the merchant, with the hero and his archer companion.

What's down there

Five swords
From the Rusty Sword to the Crystal Edge. Each one hits harder and reaches further.
Nine items
Potions, bombs, a magic shield, a shadow draught that hides you, a berserker brew that doubles your damage, and more.
Companions
Wren the archer, Brannoc the warrior, Quill the mage and Sable the thief, who grabs every coin in reach and picks locked chests. Find each one out in the lands, then trade them off in town.
Bounties
The bounty captain pays extra for clearing out one kind of monster, on top of the elder's quests.
Eight keepers, and a King
From the Cellars to the Sunken Bell, every keeper fights its own way: broods, fire, volleys, swarms, a worm that swims through rock, frost, the undertow. Then the Hollow King, who uses them all.
Moves
Swing, dash through danger, spin to hit everything around you, or raise your shield and block.
Secrets
Hidden caves all over the lands, behind cracked rock, thorns, boulders and stranger things, with heart pieces, treasure, a hermit and a gambler. Every dungeon floor hides a cracked wall and a heart piece too.
The smith never runs out
Armour that turns blows aside, a forge that tempers your best blade again and again, and training for your companions.
Companions grow
Your companions level up as they fight beside you, and each learns a skill of their own.
The merchant's shop: swords, heart containers and items with their prices.

Spend it all

Quests pay coins, monsters drop more. The merchant sells better swords, heart containers up to ten hearts, and a full bag of items. Your run saves as you go, so you can close the tab and come back to the same spot.

Fall, and keep going

When you fall, the run is over, but your legacy isn't. Quests, cleared floors, seal shards and slain keepers earn renown, and fifteen achievements pay a bonus on top. Renown is yours for good. Beat the Hollow King and a Second Quest begins: new lands, harder keepers.

Spend it in the Hall of Legends on head starts for every run after: extra hearts, a better first sword, a fuller purse, a heavier satchel, more stamina. Each run starts a little stronger and goes a little deeper.

The Hall of Legends: permanent head starts bought with renown.

Controls

ActionKeyboardGamepad
MoveW A S D or arrowsLeft stick or d-pad
SwingJA
DashKB
Use itemLX
Talk, shop, portalEY
Change itemQ / RLB / RB
Spin attackURT
Raise shieldShiftLT
BagTabBack
HelpPStart
Play as your companionC, then arrow keys aim and fireR3, then the right stick aims and fires
On a phone or tablet: drag anywhere on the left half to move; the buttons on the right are A, B, X, Y, spin and block, and SWAP lets you play as your companion.
Start your first run