RIFT 1
0%
15:00
LEVEL 1
0 kills · 0 dps · 0 gold · 0 events · 00:00
0STREAK
BOND
Guardian

YOU FELL

The watchlight goes out.

YOU ARE DOWN

A teammate has to stand next to you to bring you back.

The watch pauses

Solo: the world is frozen. In a party the night keeps moving.
TRADER Spend gold. Press E or click. Walk away to leave. 0 gold
CHOOSE

RIFT CLEARED

THE WARDEN FALLS
CHOOSE YOUR WAY DOWN
11
THE WARDEN FALLS
CHOOSE YOUR WAY DOWN
11
DANGER
REWARD

Nordfall

The night held everyone. It did not hold you.

Playing as guest — progress stays in this browser.
💰 0 gold 🔥 0 embers 🗝 0 keys

Rifts

Today's Rift

The First Watch

Maps

Play together

build 3640

LOADOUT

The Watchhold

What you build here works while you sleep. Nothing is free and nothing is fast, but the hammers swing three times as hard while you are out there yourself.

THE WATCHTOWERS

Eight towers stand where the city ends. Each one is opened by its branch keystone in the Web — and each one holds on its own while you are gone.

Every day you stand the watch

The Watch Roll

Show up, get paid. Day 5 and day 14 pay the heaviest, then the wheel turns again. Miss a day and the count starts over.

YOUR WATCH

THE FIRST WATCH

THE MAPS

THE HALL

Options

Set the night the way you like it. Everything is kept in this browser.

Sound
Sound
Voices
Boss intros
Picture
Quality

Effect glow

Max FPS

30 saves battery on phones and laptops. Keys: M mutes, Esc pauses a run.

Screen

The Saga

Five people the night could not finish. Wake them in the rifts, and they come home to this fire.

Five people by the fire in the longhouse
Chapters
    Tasks
      Hrafn’s Journal

      The Beacons

      Seven beacons above the valley, lit by everyone on this server together. Each one burning gives everyone more gold and experience until the week ends.

      THE WATCH RECORD

      THE NIGHT'S LEDGER

      What the watch has learned, one page at a time. New pages pay a small finder's fee.

      THE MIDNIGHT CACHE

      Keys ride with elites and guardians — deeper floors and rebirths tip the odds. One key, one pull.

      REBIRTH

      THE RELIQUARY

      THE WARDEN

      0

      RESET PASSWORD

      Enter the email bound to your account. We will send a six-digit code.

      ACCOUNT

      Pick your own username and password. Your gold, heroes, discoveries
      and deepest rift follow you to any device on this server.

      Signed in as — your progress follows you to any device on this server.

      LEADERBOARD

      Who has gone deepest of all — and, tab by tab, each party size on its own.

      The Ember Market

      Sigrid Ashen-Hand

      PARAGON

      GALLERY

      Everything in the game, at the size you actually see it.

      NORDFALL

      Room
      ----

      Paste it in Discord. Friends land straight in this room.

      The Watcher's Web

      Every run feeds the web. Every point is a choice.

      The standing watch

      Your watch held the line

      PAUSED

      Tap anywhere to resume · P on a keyboard

      THE FORGE

      Gold: 0

      HOW TO PLAY

      Playing together

      • Gold and experience are shared. One of you picks a coin up and everyone alive banks a share of it.
      • Two of you: 59% each — the party takes home 118% of a solo run.
        Three: 42% each, 125%. Four: 32% each, 129%.
      • Each of you is a little poorer than playing alone, and the party is richer. That is on purpose.
      • The picker's gold bonuses count for everyone — Fortune, Forge upgrades, the Gold Vein ward. Let the rich one do the walking.
      • What you spend is yours alone. Buying from the trader empties your purse, not your partner's.
      • Your account is credited every 45 seconds, and again the moment you disconnect — a lost connection can never cost more than a minute.

      Controls

      • WASD or arrow keys — move
      • Mouse — aim (without a mouse you aim automatically)
      • Space — dash, with a short moment of invulnerability
      • P — pause (solo). Visiting the trader slows time on its own
      • 1–5 — pick a card on level up
      • E — buy from the trader when you stand at the stall
      • Tab — your arsenal · C — your stats: every number and where it comes from (on mobile: tap the weapon bar)
      • Chests open when you walk into them. Crates, urns and barrels must be smashed
      • On mobile: drag with one finger to move — anywhere on screen. Tap with a second finger to dash

      The rift

      • Weapons fire on their own. You only control where you stand.
      • Every kill fills the depth meter. Elites fill far more than the rest.
      • When it is full, the ground gives way: you sink one rift on the same map — stronger enemies, a card and some gold.
      • Every 5th rift the Guardian waits. Kill it and choose a rune portal: Normal ×1, Nightmare ×1.5 or Hell ×2 — how fast you sink, how hard it hits, how much it pays.
      • After the Guardian of rift 10, 20, 30 … a vault waits. Grab the gold before the time runs out.
      • Run out of time and the Guardian shows up anyway — but the rift pays almost nothing.
      • Every Guardian opens a new map, and every rift is harder than the last.
      • New weapons catch up. A weapon you pick up mid-run arrives at about half the rank of the ones you carry — the card tells you which rank.
      • Replace cards come when your pack is full: a new weapon takes the place of your weakest and keeps 70% of its rank.
      • Omens: as the night begins, pick one of three rules for your build, each with an upside and a cost. Then pick your first weapon — your usual is always first. Omens open at rift 5.

      What to chase

      • Deeper rifts open everything else. Your deepest rift is the number that matters.
      • The First Watch: follow Hrafn's road chapter by chapter — quests, people to save and secrets to find. Every step is saved as you take it.
      • Heroes: reach a hero's rift, do its feat, then buy it with gold. Every hero you own makes the rest dearer — the last ones wait at rift 45.
      • Guardians: new ones keep waking deeper, all the way to rift 45. Fell each one deep enough for its gold trophy.
      • Signature weapons: reach rift 25 with a hero to wake its own weapon.
      • Hero skins: a whole new look for one hero — new figure, its own light, its own colour on the hero's first weapon. Every hero has five: one for 150 embers, the rest earned with that hero (rift 35, 150 000 kills, 20 different Guardians, and rift 50 with a great Guardian felled). See them in The Forge › Wardrobe. They stay through every rebirth.
      • The Ember Market: spend embers and midnight keys in one place — relics that change how you play, boosts for your next run, premium cosmetics, and three deals that change every day.
      • Market heroes: Ashborn carries one weapon he picks as the night begins, but hits three times as hard, and his weapon picks its path at rank 3 and grows at 6 and 9. Riftwalker blinks instead of dashing, leaves a burning rift behind him, and carries 8 weapons (each 20% weaker). Both are bought with embers and stay through every rebirth.
      • Watch Level: every level you reach in a run counts towards your account's level — it never resets, not even on rebirth, and it stands next to your name for everyone to see. Every 5th level gives a key. At level 70 Paragon opens: one point per level to spend on small powers you choose yourself.
      • Weapon paths: every weapon has three paths: MORE (more and faster), BIGGER (fewer and heavier) or WILDER (it bounces, seeks, burns or pulls). You pick one when it reaches rank 5, once, and it stays all run. The path grows at rank 10, again when the weapon is mastered, and takes three last steps after that (from rift 4). Same weapon, different run.
      • One ladder per weapon: rank 1 to 14 (16 for your signature), and the rank never starts over, not when it evolves and not when two weapons fuse. Tap your weapon row or hold TAB to see each weapon's ladder: what is done, and what the next step needs.
      • Untried: cards marked UNTRIED are weapons you have not built lately. Try one — that is where new builds come from.
      • Awakening: put 40 points into one talent path to pick one of two powers that change how you fight — chain lightning, falling stars, a burning trail, cheating death. A full Awakening and 48 points give Ascension: a ring of runes everyone can see.
      • Rebirth from rift 25: burn the account for embers and power that never goes away.

      Gear, sets & gems

      • Guardians drop gear. Put it on in the hero's Gear tab — normal gear burns on rebirth.
      • Sets (teal): four pieces from Guardians of one element. Two worn give a bonus, four give a bigger one and a new look.
      • Legendary gems: your first at rift 5. Socket them and they grow with every rift you clear.
      • Set pieces and gems are yours for good — they survive rebirth.

      Getting stronger

      • Green shards are experience, coins are gold.
      • EVOLVE: a weapon at rank 7 plus the right passive at rank 3 becomes a new weapon, and keeps its rank and path. FUSE ★ to ★★★: two mastered weapons become one, and a slot opens.
      • A trader turns up now and then — spend the gold you found on the spot.
      • Gold you still hold at the end goes to The Forge for permanent upgrades.

      Together

      • Bond: standing near a teammate makes everyone hit harder.
      • Fall in multiplayer and you go down instead of dying — a teammate can raise you.
      • Terrain is solid. Walls stop you and your shots, water slows you down.

      Combinations

      HERO MASTERY

      Upgrades that belong to ONE hero — this is how you pick your class.

      CHOOSE YOUR HERO

      LEVEL UP
      Pick one.

      THE NIGHT TOOK YOU

      RIFT 1
      Playing as guest — this gold stays in this browser only.