关于 Kur - Endless Descent
Some depths should not exist. Yet we descend.
KUR is a free-to-play idle dungeon crawler set in the underworld of Mesopotamian myth. It runs in a small window in the corner of your screen while you work. Your party explores and fights on its own. You make the decisions that matter: who descends, what they carry, how they grow, and how deep to push.
Beneath the known world lies a realm of forgotten cities, sealed kings and fractured gods. What was buried still breathes.Your screen, your way
KUR fits around your day. Resize the window, keep the full dungeon backdrop or switch to a minimalist view with just your party, or minimize it to a small indicator that keeps track of the descent while you work.Key features
- Idle party combat in a window you shape: resize it, keep the full backdrop or go minimalist, or shrink it to a small progress indicator
- Seven Domains, seven guardian Gates, and a descent with no bottom
- 80+ creatures drawn from Mesopotamian myth
- Hundreds of named items across nine rarities, from Common to Absolute
- Ash, Artifacts and a player-driven market
- A passive skill tree for every class, and an account-wide Seal that never resets
- Free to play, never pay to win
Build your party
Pick three heroes, never the same class twice. The Oathkeeper holds the line, the Ashblade brawls up close, the Hunter strikes from range and the Seer bends the fight with magic. Combine classes, skills and synergies to form the right team for the depth you are facing.Seven Domains, one endless descent
Each Domain has its own laws, its own dead and its own guardian waiting at the Gate.
- Ashen Vestibules: the only layer of KUR that still lets itself be read.
- Ningiszida Rootways: not a forest. Growth without sun.
- The Salt Cisterns: here death was not burned. It was kept.
- The Lapis Vaults: KUR does not only kill. It records.
- The Dust Courts: halls too large for the silence they hold.
- The Seventh Threshold: here KUR stops pretending to be a place.
- Kutha's Ember Works: inflicted death has a workshop, and it lies at the end.
Break the last Gate and KUR learns your name. The Mark claims you, and the descent begins again, deeper. New Domains open under the Mark, monsters return more corrupted, and every item that drops carries a numbered Sigil and stronger stats than anything found above. Each Descent also opens new engravings on your Seal. There is always another level down.Ash, Artifacts and the market
Ash is what KUR leaves behind, and every monster you fell can drop it. Ash gathered deeper is worth more. Gather enough and an Artifact emerges: one of only 2,940,000 that can ever exist, each numbered and permanent. Artifacts are the rarest material in KUR and the key to its rarest gear. We never sell them. They are found, offered and traded.
That scarcity is the point. Ash and Artifacts change hands between players on an in-game market, and every piece shows its provenance: who dug it up and who bought it. Owning Artifacts never helps you find more, so the market rewards the patient and the lucky, not the deepest pockets.A bestiary from the oldest myths
The Gidim, dead who stayed behind, dry and covered in dust. The Galla, who exist to find, bind and drag below. Namtar, Asag, and the Seven Judges who still judge. More than 80 creatures drawn from Mesopotamian sources, all bound to the order of Ereškigal, Lady of the Great Earth.Loot, gear and builds
Hundreds of named items across nine rarities, from Common to Absolute. Gear you wear out melts down into Kug, the metal of KUR, ready to be refined. A passive tree for every class. Every descent brings new equipment, and every build is another way down.Free to play, never pay to win
KUR is free. Nothing that makes you stronger is for sale. New classes arrive as optional DLC, each a different way to play and never a stronger one. Companion pets and cosmetic items will follow. Nothing is ever taken from you: no death penalty, no daily chores.
The Mark claims. The Seal returns.