Game development / Incremental dungeon diver
Further Down, Still
Descend through gothic arenas, and return stronger.
Listen to the soundtrackExplore the game's music in the public Suno playlist.I built Further Down, Still in Phaser 4 and TypeScript, leveraging agentic workflows (Codex, Claude Code). It is a dark incremental dungeon diver with 'Vampire Survivors'-like combat. You choose the build and upgrades, watch them come together, and push deeper before returning to the campfire to invest your rewards in the next descent.
An emerging combat engine
Three classes, layered weapon unlocks, branching upgrades and late-run capstones give each build its direction. Sixteen authored depths place it against overlapping enemy waves and bosses in fixed-camera arenas. The decisions are about how the weapons work together and how much further the build can carry you.
Earned Ash pays for permanent upgrades at the campfire. A descent-themed progression tree unlocks Prayers and other lasting advantages, while 2× and 4× Turbo modes speed up familiar parts of repeat runs. Each return is an opportunity to invest, adjust the build and try another descent.
Data after each run
Run records show weapon contributions, incoming damage and boss health remaining, alongside the last eight settled builds. These breakdowns make it easier to see what carried a run and what to change next. Persistent saves keep progression between browser sessions.
Gustave Doré-inspired atmosphere
The art reflects my appreciation of biblical/gothic engravings, with detailed monochrome characters, monumental environments and restrained flashes of color. Music supports the descent, with the soundtrack available in the linked public Suno playlist.
Screenshots
