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Emberdelve.
A turn-based dice roguelite built on one rule: every death has to be fair. Enemy intent is always visible before you commit, dice resolve by rules you can learn, and runs are seeded — the same choices always play out the same way.
Out now on Google Play · newest builds first on GitHub · actively updatedGet the game
Emberdelve is out now on Google Play — a full production release, available in 177 countries. No invite needed, and your save carries forward through every update.
Grab the -arm64-v8a.apk (most phones since ~2016). If you
are unsure, take the plain emberdelve-<version>.apk —
that one is the universal build. Every release is signed with the
permanent Tsoro Studios key and ships SHA-256 checksums, with notes on
exactly what changed. GitHub builds run ahead of the Play version.
Also on itch.io.
The promise
The only purchase is the Ember Forge — a single optional unlock (hard difficulty and 20 ascension rungs), once, forever. No subscriptions, no consumables, no gacha.
What's inside
Readable dice combat where every enemy telegraphs its intent · seeded runs with daily and weekly delves everyone plays on the same seed · Keystones, run-shaping powers you pick after your first win so every delve has a plan · the Delver's Ledger, a growing book of achievements that recognises how you play (no daily chores, nothing expires) · a Codex of lore for every enemy and relic, plus hearth colours and dice skins to earn · new enemies, bosses and events in regular updates. Built solo with Flutter + Flame under the Tsoro Studios banner in Kwekwe, Zimbabwe. Found a bug, or think something's unfair? Tell me — blunt feedback shapes the game.