Hellwake, a dark fantasy incremental ARPG. The god stirs beneath the ash.
An incremental action RPG. Raise a party of five, forge the build, and send them down through seven acts of Hell.
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Trailer
Watch a run begin
Sixty seconds from the first hero on the Weeping Fen to a party of five under the black sun. Every frame is the game.
7callings
129skills
140uniques
14sets
86runewords
7acts, 7 masters
10rungs of Ascension
IV+Torment, without end
Callings
Seven callings, endless builds
They fight. You build. Start with one hero and grow a party of five. Every calling has three skill trees, and every skill a form to pick at rank ten. Hover a hero to see it fight, and a tree to see what it holds.
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Front row

Warbringer
Carnage
Warcries
Iron Will
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Back row

Huntress
Archery
Elemental Arrows
Huntcraft
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Back row

Stormwitch
Pyromancy
Frost
Tempest
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Back row

Bonecaller
Bone
Plague
Curses
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Front row

Zealot
Crusade
Auras
Devotion
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Back row

Nightblade
Blades
Traps
Shadow Arts
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Front row

Wildheart
Feral
Elemental
Summoning
Loot
Chase the drop
A missing set piece. The rune you hunted for three nights. The roll that finally tears through the master that ended your last run.
This is a real party from the game, level 80 in the Frostvault. Hover the gear, switch heroes, and right-click the unidentified ring.
140 uniques to hunt
14 sets that rise with their wearer
86 runewords to spell
Rares, magic gear, charms and gems
Hone gear at the Forge, bind runes in the Crucible, let the Runesmith chase the words you pick, and gamble at the Market when patience runs out.
Acts
Seven acts into Hell
Each act ends in a master's lair. The masters call their moves aloud and paint the ground where the blow will land. Learn the warnings or lose heroes, then walk the road again on a harder tier. The last two masters you will have to meet for yourself.
Prestige
Burn the run. Keep the power.
Hit a wall? Rekindle. Trade the run for Embers, spend them in the Pantheon on lasting power and new callings, and go down again stronger. Break the last master deep enough and the ladder opens: ten rungs of Ascension, each binding one Wake Omen to your runs.
IThe Crowned
Champions and unique monsters carry one more affix.
IIOpen Graves
Some waves climb out of the ground beside your front row.
IIITyrants
Every third wave is a champion pack, and every zone holds a unique pack.
IVCruel Masters
Every master learns a new trick.
VHaste
Monsters move, attack and cast 30% faster.
VICurses
Each act carries a curse drawn for the run, and pays for it in gold and souls.
VIIThe Deep Bite
Every hit tears deeper into your heroes, and they heal half as much between waves.
VIIIAsh
Every monster family gains an immunity.
IXThe Restless Dead
Champions and uniques rise once after they fall.
XThe Last Wake
Every monster carries an affix, and the masters enrage sooner with their harder finishers.
Every rung of the run's grade rolls each item line a tier deeper.
From grade II, rare gear can carry an extra line that answers a Wake Omen.
From grade IV, uniques and set pieces can drop already Exalted. Ten ladder items wait on their own rungs.
Endgame
Take the build deeper
The seven acts are only the road down. Below them the dark keeps going, and it keeps its secrets.
Hell Rifts
A cursed zone and a clock that will not stop.How far down can you get?
Gauntlets
Keys, maps, and a lair waiting at the end of them.Can you finish one?
Descents
A stair that winds into the dark, a door on every landing.Who waits at the bottom?
Buried Places
Seven places no map will show you.Can you follow the trail?
The Tombs
Seven gods lie entombed below the ice. Their gifts are strong.What do they cost?
The Blood Ledger
New warrants every day, and more every week.Will you answer them all?
Trials
Runs under someone else's rules.Can you earn every mark?
The Weekly Wake
A new Wake rises every week.Will your build survive it?
The Grail
Every unique ever found, every monster ever learned.Can you fill it?
Automation
Set the rules. Let them work.
The party fights on its own, wave after wave, while your Sanctum grows behind them. Unlock Decrees and hand over as much of the routine as you like. Take the reins back when a build needs tuning or a wall needs breaking.
HeroesPoints, skills, gear
SanctumBuildings, forks, recruits
GodThe power bar, the tombs' gifts
LootDrops, and the party's gear
StoresCharms, stash, stones, runes
RunPush, Rekindle, Pantheon
Leave it running and come back to a stronger party. Or sit in and Smite every champion yourself.
Homage
For the ones who remember
A gold name hits the floor. The master falls. One more run.
Made for everyone who grew up on Diablo and Diablo II: seven acts, a master at the end of each, sets and runewords and the endless hunt for the perfect roll. Your party fights on its own, so every minute you give it goes into the build.
One more run. One more rune.
Hundreds of hours of runs, ten rungs of Ascension and every build you can dream up. The Wake is waiting.
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