The Still Below
The Still-bearer cuts through a crowd of pale marsh crawlers in a flooded nave, moonlight falling through three stained-glass windows into the water

The Still Below

Go down into the crypts of a plague priory for as long as you can hold your breath. Cut what grows there, carry it home, and sell the village its remedies.

See how it plays

Coming to PC · release date TBD

Brine Marsh · the drowned nave

Down, home, and down again

A run is short. You go down, cut through what grows in the crypts, and come back up when your breath gives out, with whatever you were carrying. Between runs you brew and sell from a chapel the apothecaries’ Guild leases you, and what you earn goes into the next descent.

The Still-bearer mid-swing in a thick crowd of mandrakes and glowcaps under great roots, an ember scream warning ringed round him on the crypt floor
The Root Cellars · floor 4 of 4

In the crypts

Go down on one breath

A descent lasts as long as your breath. Each floor wants a harvest before its stair opens, and a long kill streak wins you seconds back.

Every attack is marked on the floor before it lands. Step out, or quickstep through it. When your breath runs out, you keep what you carried.

The workshop chapel later in the game: villagers queued at the counter, the Still-bearer carrying remedies, the steeping jars at work and the candle-tree lit, with the HUD round the edges
The chapel · between descents
The Alchemist’s bench up close: Brine Marsh recipes on the shelf above, reagents on their dishes, and the order panel with Fortifying tonic chosen, three to brew
The Alchemist’s bench

Upstairs

Brew what the village needs

Pour what you brought home into the bench. Carry the remedies to the counter yourself, an armful at a time, and sell to whoever is in the queue.

The Guild pins commissions to its board. They pay in seals, and seals buy licences: a flask to throw, a catalyst that sparks, a bed in the physic garden.

Close on the wrought-iron candle-tree in the apse, most of its candles lit, a stained-glass window behind
The Codex · the candle-tree in the apse

In the apse

Light a candle

Every upgrade is a candle on the iron tree in the apse. Light one and it stays lit: Whetstone, Deep Draught, Root Cutter, Marsh Lungs.

Each zone you reach opens a tier further up. Prefer a list? Flip the tree into a flat chart.

Four zones down

Four floors to a zone, and something waiting under the fourth. Put it to rest and the next way down opens.

  1. Terra

    The Root Cellars

    Crypts under the old infirmary, split by roots. The elder roots scream when you crowd them.

    At the bottom · Mother Root

    Mother Root, woken in the physic garden, her lash and rot seeds marked in ember across the floor as the Still-bearer swings
    Mother Root, woken
  2. Aqua

    Brine Marsh

    A drowned nave, forty miles from the sea. The tide floods it a lane at a time, and whatever it catches comes off worse, you included.

    At the bottom · The Brine Hag

    The Brine Hag, lantern lit, at the walled-up sea door, casting a lane of tide marked in ember through the water toward the Still-bearer
    The sea door
  3. Aer

    The Spore Canopy

    Yellow growth over the crypt walls, and the novices still in their stalls.

    At the bottom · The Yellow Choir

    A crypt floor crowded with pale spore creatures, yellow growth veining the arcade behind a row of hooded novices
    The Spore Canopy · floor 4 of 4
  4. Ignis

    Brimstone Deep

    A foundry crypt in sulfur and ember light. Past the lantern it’s dark, and the embers come up where you stand.

    At the bottom · The Salamander King

    Not shown yet

Under Brimstone Deep, the Abyss. It goes on.

The priory from the grimoire’s margins

The sweat year

The chapel was a priory of nursing sisters. When the sweating sickness came, the prioress went down into the crypts to make a cure for everything.

The village is sick again. Her notes are in the margins of the recipe pages you bring up.

A grimoire page: Dried herbs

Two from the river farms at noon, sweating. Dead by vespers. Sister Ethel says it is the sweat, as in her mother’s time, and that it passes.

A grimoire page: Herbal tea

Ethel puts bitterroot in it now, so they sleep. She says the root screams when you pull it. It does. Pull it anyway.

A grimoire page: Poultice

Forty in the nave. The physician came from town as far as the gate and sent in a letter on bleeding. We bled them. They die bled.

The Still-bearer between two candle stands, a green flask cocked behind his shoulder to throw and the sickle hanging in his other hand: hooded, linen over the face, the copper still glowing on his back-frame
Lit in the chapel

You

The Still-bearer

The Guild’s next tenant. A copper still on a back-frame, a sickle, a lantern, and a linen wrap that never comes off.

There’s too much on your back to roll, so you quickstep: short, heavy, and just long enough.

Zones
4, and the Abyss under them
Floors to a zone
4
Remedies to brew
20
Reagents to gather
12
Controller
Full support
Platform
PC · Windows

Devlog

All posts

October 13, 2026

Patch notes

Brine Marsh is a full zone

The Brine Hag has been rebuilt with her own chamber and a new second phase. Bosses leave a relic you carry home. Seals are spent at the Guild’s board, the root garden grows while you’re away, and the game is fully playable on a controller.

Read the patch notes