AN INDEPENDENT BROWSER ACTION RPG

About Daily Raid

Daily Raid is built around one question: how far can a persistent character push into a dangerous shared dungeon before the cost of continuing becomes greater than the reward?

A Shared Challenge

Each UTC day creates a common Daily Dungeon seed. Its rooms, encounters, environment and enemy faction are consistent for everyone attempting that challenge, so the leaderboard compares players against the same underlying raid. The Weekly Dungeon is a longer endurance format for characters and parties prepared to commit more time and resources.

Score is not a simple sprint timer. Eligible completions combine the result of the raid with enemies defeated, damage dealt and elapsed combat time. Inventory management, equipment changes and point allocation are excluded from the measured run time so players can make meaningful build decisions without being penalized for reading the interface.

One Character, Flexible Paths

An account owns one persistent character. There is no class picked at creation. Character points go into Vitality, Power, Focus and Movement Speed. Skill points open Warrior, Mage and Ranger branches on the same tree. A build can stay in one discipline or mix them. The loadout label describes the current investment. It does not lock later points.

Equipment still shapes the character. Weapons, armor, belts and accessories carry requirements and modifiers. A staff, a blade and a bow do not share the same basic attack. The class guide lists the live skill branches, including the Mage-only fire, ice and poison skills.

Safe and Risk

The Daily and Weekly portals ask for a stake before the descent. Safe and Risk use the same dungeon. Equipped gear and the Cinder Refuge stash stay with the character either way. Safe keeps what you find if you fall. Risk improves loot rolls, keeps the same number of drops, and multiplies an eligible score by 1.5. On Risk, a fall drops only loot that is still in the bag.

A solo run ends when the character dies. A party run continues while someone is still standing. Mage Revive can bring a fallen ally back at low health, and only in a party, after a deep healer investment. The raid settles when the group extracts or the party is wiped.

Cinder Refuge

Cinder Refuge is the common area outside the dungeon. It gives players a place to prepare potions, compare equipment, visit traders, form an invite-code party and choose the next raid. Party members can move around the Refuge and trade before the host commits the group to a Daily or Weekly Dungeon.

What a run contains

Floors are generated from a seed, not drawn as one handmade campaign. A main route leads toward the stairs. Side rooms can hold another fight, a chest, or a dead end. The first room of the first floor is a safe entrance with a single door. Later stairwells are not safe. The dungeon guide describes the Ruined Chapel, Burial Crypts and Forsaken Gaol, and the enemy factions that roll separately from the architecture.

Eligible completions compare players who faced that same seed. The score uses the result of the raid, enemies defeated, damage dealt and the time spent in the dungeon. Reading loot, changing equipment and spending points are not the thing the timer is trying to punish. Failed attempts do not post a completion. Practice links with a chosen seed are not the public Daily or Weekly board.

Parties and accounts

Cinder Refuge is also where an invite-code party forms. There is no separate ready screen. Loadouts stay editable until that player steps through a portal. The first entrant chooses Daily or Weekly. Later members match that choice. The party can still be joined until everyone has entered and connected. Once the group is staged, the raid starts and the return portal is gone.

The raid service, not one player's browser, owns movement checks, enemies, attacks, loot and the result. A disconnected member keeps a short reservation. If that reservation expires, the character is treated as down. Signed-in results publish the account display name. Email addresses stay off the board. Account deletion, password changes and the privacy details are on the privacy page and the terms.

Desktop play

Daily Raid is aimed at a desktop browser with a mouse and keyboard. Click the floor to move. Click an enemy to attack. The heavy attack is the other mouse button. Three learned skills sit on Q, E and R. Potions are the number keys. Touch controls and a phone layout are not the current product. The art is a low-poly gothic set: stone, iron, torchlight and readable silhouettes. It is still being replaced in pieces. Gameplay changes land before a visual overhaul.

Current Development

Daily Raid is an active desktop-first project built with Three.js and a server-authoritative multiplayer service on Cloudflare. Mouse and keyboard are the supported controls. Dungeon generation, multiplayer reliability, combat depth, visual effects, sound, equipment art and enemy variety are still being expanded and rebalanced through public playtests.