SKELETONHORDE

Waking the bones...

SKELETONHORDE

Before you go down: what should the dead call you?

CHOOSE YOUR NAME

A name is claimed once and belongs to you. Your Skeledollars, your tasks and your post on the notice board all hang off it.

There are no passwords. Proof of ownership is kept in this browser, so clearing site data or moving to another browser loses the claim.

SKELETONHORDE

Seven breeds of skeleton. Fifteen floors down, or no bottom at all.

THE WORKSHOP

Resolution is the internal render buffer. Drop it on a slow machine โ€” the HUD and text stay sharp either way.

A name belongs to whoever claims it first. Yours is held by this browser โ€” clear its site data and the name is free again. Only a claimed name can hold Skeledollars or keep a post.

Click a key, then press the one you want. Escape cancels; it is the way out and is never rebindable.

Touch controls appear by themselves the first time you touch the screen.

Standard mapping: left stick moves, right stick looks, right trigger fires, A jumps, B crouches, X reloads, Y swaps.

Codes can pay permanent Skeledollars or open secret challenges. Currency codes can only be redeemed once.

YOUR FRIENDS

Online means connected right now โ€” in the graveyard, a run, or a match. Either of you can end a friendship at any time.

Every skeleton you have stood in front of, and what you have learned about it. Encountering one reveals its name; defeating one reveals what it actually does.

THE GROUNDSKEEPER

He keeps the yard. He also keeps a stall.

THE CONSOLE

Anything in the Bonebook. Free, and it never runs out.

REPORT A SURVIVOR

A report goes to the moderators and does nothing on its own โ€” nobody is muted or banned by being reported. Your name goes with it so they can weigh it, and is never shown to the person you reported.

THE LOOKING GLASS

See how it hangs before you pay for it.

THE MERCHANT

THE DESERTER

THE LIFT DOWN

Pick your tier and how deep this goes.

THE NOTICE BOARD

ยค 0

Skeledollars are yours to keep. Skelebucks are not.

TODAY

THIS WEEK

YOUR POST

Anyone in the graveyard can read this over your head.

MULTIPLAYER

Checking the crypt server...

YOUR NAME

OPEN GAMES

    Looking for open games...

    THE CRYPT IS YOURS

    Fifteen floors. The Bone Monarch is down.

    --:--

    0SCORE
    0KILLS
    -DEPTH

    SAFE ABOVE

    You left before the crypt chose for you.

    --:--

    0SKELEDOLLARS
    0FLOOR
    0SCORE

    LEADERBOARDS

    Reading the ledger...

    Runs are submitted when you fall. One entry per name on each board โ€” your best stands.

    HOW TO PLAY

    CONTROLS

    W A S D
    Move
    Mouse
    Look
    Shift
    Sprint โ€” burns stamina
    LMB
    Attack
    1
    Melee (press again to cycle)
    2 โ€“ 5
    Guns
    6
    The Spellbook
    Q
    Quick-swap
    R
    Reload
    G / RMB
    Throw utility
    T
    Cycle utility
    F
    Special (when the meter is full)
    V
    Cycle special
    E
    Trade with the Merchant
    Esc
    Pause

    Click the game to capture your mouse. Esc releases it.

    CONTROLLER

    Left stick
    Move
    Right stick
    Look
    RT
    Attack
    LT
    Throw utility
    LB
    Cycle utility
    RB
    Next weapon
    X / Y
    Reload / quick-swap
    B
    Melee
    D-pad
    Weapon slots
    L3
    Sprint
    Start
    Pause

    Plug in a pad and press a button โ€” it's picked up automatically. On phones and tablets the touch controls appear on first touch.

    THE DEAD

    • BONEWALKER Bare hands. Comes in numbers.
    • MARKSMAN Holds a lane and bursts at range.
    • SAPPER Seeds the floor with proximity mines.
    • SHADE Cloaked. Dashes in for a backstab.
    • NECROMANCER Raises the fallen, or throws a bone volley and a delayed curse. Kill it first.
    • THE DUPLICATOR Barely fights back. Every two seconds it beams a copy of the nearest skeleton into being instead โ€” kill it first, or the wave keeps growing.
    • THE COMBAT MASTER A flurry of very fast strikes up close, and a telegraphed lunge that flat-out kills if you're still standing where it lands. Grave Dust stuns it for 20 seconds.
    • FAKE SURVIVOR Wears a survivor's own colours and fights with their own gun, at their own numbers, and throws their own utilities back at them. Switch weapons mid-fight and so does it.
    • THE DARKENER Harmless until it gets next to you โ€” then your whole screen goes black for two seconds, and a sword lands the instant your sight returns. Kill it while you can't see it.
    • CRYPT BOSS DARKENER The Darkener's own trick at a boss's reach and toughness โ€” the blackout holds for ten seconds, not two, and the sword at the end of it is a guaranteed kill. Kill it well before it gets close.
    • CRYPT BOSS SPY Still never throws the first punch โ€” but every scream it finishes calls in a fresh grunt beside it. Silence it mid-scream, same as always, or pay for every scream it gets to finish.
    • CRYPT BOSS ANGLER Four hooks on the floor at once, refreshed fast, and roughly one in forty is a mine instead of a lie.
    • CRYPT BOSS SHADE The same cloak and the same backstab, just able to dash again almost immediately โ€” a strike you survived is rarely the last one for a while.
    • CRYPT BOSS NECROMANCER Raises the fallen into Sappers, not Bonewalkers. Leaving corpses lying around near this one gets expensive.
    • CRYPT BOSS DUPLICATOR Every clone that comes out of the beam is stronger than what it copied. Kill it first, faster than ever.
    • CRYPT BOSS FREEZER The spray no longer picks one target โ€” it catches everyone standing in it at once.
    • CRYPT BOSS BARROW The Barrow's own obstacle at a bigger scale โ€” a wider crush ring, a longer reach, and less time between attempts.
    • CRYPT BOSS PHASER Still cannot be avoided by any wall in the crypt. Faster, hits harder, throws you further.
    • CRYPT BOSS COMBAT MASTER A five-hit combo, and a killing lunge that is not a one-off โ€” a second attempt can land half a second behind the first. Grave Dust still stuns it for 20 seconds.
    • THE FREEZER Sprays dry ice at close range โ€” a slow if you're healthy, a full freeze if you're not.
    • SPY Never attacks at range. Spots you, screams, and wakes the whole crypt. Silence it โ€” but it carries a sword now, so closing in is not free.
    • ANGLER Lays a Skeledollar that is not one. Walking to the bait costs health and the floor's attention.
    • BOUNCER Never walks. Leaps, and lands on you โ€” the landing ring is drawn on the floor for the whole flight. Jump, and it passes under your feet.
    • THE BARROW A titan's health at a third of a grunt's pace. Not a threat โ€” a wall. It eats every bullet meant for whatever is behind it. Go round.
    • PHASER A Bonewalker that walks through stone. No corner breaks it, no doorway holds it, and its swing throws you.
    • THE MIMIC Arrives as nothing in particular. The first time it sees you it freezes for five seconds deciding what to become โ€” kill it there, or find out the hard way what it picked.
    • BONE TITAN Boss. Ground slam and shrapnel.
    • CRYPT BOSS BOUNCER Boss. The Bouncer, faster, in a crush ring three times the size โ€” and lethal to the very rim.
    • CRYPT BOSS SAPPER Boss. The Sapper, mining the floor far faster in a ring you can't shrug off โ€” and it can dash the length of a room, laying a line of them as it goes.
    • CRYPT BOSS MARKSMAN Boss. The Marksman, carrying a shotgun, a rifle and a sniper rifle โ€” whichever range you're at is the one it's ready for. A 1% chance on every shot to hit for double.
    • THE BONE MONARCH The bottom of a descent. Summons its own escort and does not stop until one of you does.
    • THE MERCHANT Deserted. Sells, never fights.

    SPECIALS

    One meter, filled by killing and by being hurt โ€” so it charges fastest exactly when a wave is going badly. Full, press F. V picks which of the three you are carrying.

    • BONE STORM Shockwave. Too many bodies, too close.
    • LAST RITES Four seconds untouchable, plating restored.
    • KILLER WAIL Your gun becomes a scream for 20 seconds. Hold the trigger; nothing in front of you survives it.
    • HOLLOW HOUR The crypt crawls. You do not.

    THE MERCHANT

    Every tenth wave the crypt sends nobody but a deserter with a pack. Stand close and press E to spend Skelebucks โ€” dropped by the dead, more often the deeper you go, and gone the moment the run is. Buy supplies, guns, and upgrades to what you already carry.

    One wave in a hundred they wander into a fight instead. Your bullets cannot touch them; their old comrades can, and every skeleton on the floor will walk straight past you to get to them.

    THE SPELLBOOK

    A sixth weapon, cast from mana rather than ammo โ€” run dry and a spell still fires, just for much less. Cast with nothing entered and it is the plain Regular bolt; a command input on the arrow keys arms something stronger for exactly one cast. The full list of commands lives in the Bonebook, under WORKSHOP > BONEBOOK.

    NOISE

    • MELEE Nearly silent โ€” 5 tiles.
    • GUNFIRE Gives away you โ€” 18โ€“24 tiles.
    • EXPLOSIONS Give away a place โ€” 26 tiles. Use as bait.

    The plaza has a guided tour that walks you round every fixture in it. It runs in the plaza itself, and you can leave it at any time โ€” it never takes the controls off you.

    THE CRYPT ASKS FIRST

    CHOOSE YOUR CLASS

    Three ways down. One choice for this run.

    TAKE ONE BELOW

    THE FLOOR YIELDS SOMETHING USEFUL

    THE WAY OUT

    THE FLOOR IS CLEAR

    ยค 0 READY TO BANK

    A fall keeps raw Skeledollar drops, but loses the Skelebuck conversion and depth bonus.

    THE MERCHANT

    Deserted the army. Takes Skelebucks, asks no questions.

    ยง 0

    PAUSED

    YOU HAVE FALLEN

    0SCORE
    0WAVE
    0KILLS