Floor 1Idle RPG for Android

Hire a fighter, gear them up, give them four skills — and send them into the rift. They descend on their own, floor by floor, until they die. Death isn’t a loss: gear, gold and Echo return to the Outpost. Only the depth is lost.

Descent = run. Death = prestige.
You don’t press buttons in combat — you build.

Contract #1 · descent window
Blade · Fire
floor
1
Health180 / 180
Gold0
Kills0
Backpack 0 / 12
  1. F1Blade heads into the rift.
Mercenary rank
Damage type
A simplified descent running on bestiary numbers. The game simulates it properly.

ContractDescent = run · Death = prestige

Until they die, you get nothing

A roguelike run and an incremental prestige are the same loop here. No gold, no Echo, no items until the contract closes. So coming back isn’t a habit, it’s an event: a notification arrives, and it’s time to see what they brought.

  1. 01

    Contract

    Hire a mercenary at the Tavern: rank, trait, nine gear slots, four skills and a standing order for forks.

  2. 02

    Descent

    Three waves and a chest per floor, a boss on every fifth. The fight runs without you — watch the log or show up at a fork.

  3. 03

    Death

    A notification arrives. The backpack, gold and Echo wait at the Outpost. If a relief waits by the Campfire, the next one is already heading down.

  4. 04

    Debrief

    Look over the finds, cut shards at the Forge, spend Echo in the tree — and build the next one.

↺ And back to the Tavern. The rope lowers the next one straight to 15% of your record.

Four rhythms of one game

Time runs on a log scale: from one second of combat to a week of meta.

Moment0–5 seconds

You: nothing. Auto-battle, loot drops into the backpack, the floor closes.

Session2–10 minutes

Extract a shard, reroll a property, upgrade the Outpost, set the Brand.

Contracthours

A mercenary fell — collect the haul, look over the finds, hire the next one.

Metadays

Spend Echo in the tree, raise the Tavern — so better mercenaries come asking for work.

Floor 5Bestiary · a boss every fifth floor

Twenty-three dwellers of the abyss

Five damage types, and every enemy has its own resistances and weaknesses. A build that ignores them pays in depth. The figures are drawn in code — the same ones as in the game’s arena — and all of them face left, toward the mercenary.

9 slotsBuild · 25 relics

A relic changes a rule, not a number

Two hands, a helmet, body armor, gloves, boots, two rings and an amulet. Items drop rarely, and each one is worth a look. A relic isn’t a bonus: it’s a new law of combat, and you pay for it. Pick a slot.

Eight relics are an address, not a find: only their own boss drops them.

Amulet

55skills

Four slots to put them in. A skill scales either from the weapon or from spell power — two branches, and gear for each is built differently.

38properties

A property stores not only its value but the quality of its roll. Break an item into a shard and imprint it into another — a good roll never goes stale.

5damage types

Physical and four elements. A Conduit turns all your damage into one — and the boss who drops it resists that very element.

Floor 40Between descents · Brand of the Abyss

The Outpost grows on other people’s depth

Eight buildings, eight levels each. They cost gold, but each next level unlocks only with depth reached — you can’t buy it early.

Tavern

More candidates, and higher ranks among them. From level four — a second mercenary in the rift.

Armory

More loot on each descent, and better loot.

Forge

Reroll properties and deepen relics. Each level raises the lowest roll a reroll can give.

Vault

Room in the Outpost chest — for everything the fallen carried back.

Shard Bench

Keeps property shards, so a good roll can go into a new item.

Altar

The rate at which surplus is broken down into gold and shards.

Cartographer

Floor forecast: see which modifiers lie ahead — up to eleven floors.

Campfire

Rest between floors, and places in the relief: a replacement heads down the same second, in the same build.

Brand of the Abyss

Voluntary difficulty, set before a descent. Enemies hit harder, loot and Echo are richer. Move the rank — the numbers below are measured by the game’s simulator.

Enemy damage+0%
Loot+0%
Echo+0%

22 nodesThe Echo Tree — permanent upgrades paid in a currency only death brings. Past the finished tree lies the endless Echo of the Deep.
300 nodesThe Passive Tree. Your depth record grants the points, and you place them anew for every descent.
44 questsGoals worth changing your usual build for, at least for one contract.

Record 150Late game · guardian lairs

Strength won’t decide it. What you bring will

A guardian is the same boss you meet in the abyss, but in its own lair and at full strength. No descent before it — only the duel. It winds up its skills, it has its own weakness, a challenge costs an offering, and a mercenary who loses dies.

23creatures, 4 of them bosses
12guardian skills
25relics
55skills
38item properties
44quests
8floor modifiers

Echo of the DeepOut now on Google Play

The next one is already waiting by the fire

Riftmark is out now on Android. English and Russian, cloud saves, and a notification when a mercenary falls or stops at a fork.

Get it on Google Play