URTHFALL

a descent beneath the dying sun of Urth

Salt and Sigils

2026-06-13 · the Urthfall team

The first release, Citadel of Salt, was a world and a way down into it. This one — 0.0.2, Salt and Sigils — is about what happens once you're down there: the weapon in your hand, the numbers behind your character, and the hundred small frictions that stand between a player and the game.

Sigils on the blade

Weapons now carry an elemental brand. A blade can be fulgurite (it arcs), sunfire (it sears), cryic (it bites cold and sometimes freezes what it strikes), mercurial (it finds the killing angle more often), or azothic (it corrodes). A brand rides the weapon itself, not its type, so the page of branding you find can turn an ordinary spadroon into something with a temper.

And in the deep dark there are three weapons that were never ordinary: Sunwrack, Stormneedle, and Rimefang. Each already burns with its own nature, wears its own name, and cannot be re-forged into anything else. They are rare. You will be glad of the day you find one.

Three numbers instead of one

Until now a character was, mechanically, mostly Strength. Now there are three. Strength still swings the blade. Dexterity makes you harder to hit and your thrown knives truer. Wits deepen the memory a thaumaturge spends on rituals. Each calling starts with its own spread — the guild-less are the nimblest hands in the dark, the seers the most capacious minds — and you can sharpen them further with what you find.

It is a small change that does a large thing: it gives the three callings distinct shapes, and it gives us somewhere to grow.

The hundred small frictions

A roguelike lives or dies on its texture, and most of this release went into texture you'll feel without naming:

None of it is glamorous. All of it is the difference between a game you tolerate and one you sink into.

What's next

The attribute system is a doorway. Beyond it on the roadmap is the thing we keep circling back to: a town. Shops to spend gold in, hands to hire, portals that take you out to other dungeons and back again. The draught of sagacity that raises your Wits is already written — we're holding it back until there's a counter to buy it across.

Until then: the salt mine is open, the sigils are lit, and the Sapphire of the Sun is still ten floors down. Go and get it.

The Descent So Far

2026-06-12 · the Urthfall team

Urthfall began as a question: what if a roguelike took the dying earth seriously — not as set dressing, but as mechanics? On Urth the "magic" is decayed super-science nobody understands anymore, which maps almost too neatly onto the oldest roguelike puzzle of all: you find a thing, and you do not know what it does until you try it.

This first release, Citadel of Salt, is the foundation.

Where it came from

The engine is a fork of rlikec, a from-scratch C99 roguelike with its own HTTP/WebSocket server, its own crypto (SHA-1/SHA-256/HMAC/PBKDF2 and base64, all written from the RFCs), and a goal-driven bot harness that plays the game through the real key interface to keep the three classes inside a 40–65% win band. No engines, no frameworks, no dependencies beyond libc, pthreads, and ncurses. We kept all of that and rebuilt the content on Urth.

What's in 0.0.1

What's next

Identification is the big one — unlabeled phials and pages, learned by use or by a page of naming, with a dying-earth twist where some items are mislabeled until you trust them. After that: a town level and a gold sink, enchantment and Urth-themed weapon brands, a developer wizard mode, and a standalone local build for offline play. The roadmap lives in the repo; this blog will track it.

The mine is open. Bring back the Sapphire.

NetHack and the Dying Earth

2026-06-12 · the Urthfall team

Every roguelike is a conversation with its ancestors. Urthfall's are two: a genre of games and a genre of fiction.

The games

NetHack is the patron saint of "you don't know what it does until you try it." Its unidentified potions and scrolls, its objects with hidden properties, its willingness to let you ruin yourself with a cursed item you mis-read — that texture of risk through ignorance is the thing we most want, and it's why identification sits at the top of our roadmap. From Dungeon Crawl Stone Soup we took the quality-of-life that makes a deep game playable: autoexplore, sensible travel, a UI that respects your time. Angband taught us about descent and escalating bestiaries; Brogue about restraint — a small, legible set of systems that interact in large ways, rendered in honest ASCII. Urthfall tries to sit where those meet: NetHack's mischief, Crawl's convenience, Brogue's clarity.

The fiction: the Dying Earth

The other ancestor is a mood. The Dying Earth is a strand of far-future fantasy where the sun is failing, civilizations have risen and fallen past counting, and the deep past has decayed into something you can only call magic. Jack Vance gave the subgenre its name and its sardonic wit; Gene Wolfe and others carried it somewhere stranger and sadder. It's the perfect setting for a roguelike, because in a world of forgotten super-science everything is unidentified:

Future releases may reach beyond the dying earth into other classic science fiction and fantasy. For now, the sun is going out, the past is unreadable, and there's a stolen relic somewhere in the dark. That's enough to descend for.