Chapter I — A Dungeon Strategy

NORTHELD

Build above. Battle below.
Descend forever.

iOS·Android·2026
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I. The World

Every kingdom begins
with a single stone.

Forge a stronghold on the surface — halls, forges, libraries, training grounds. Train warriors, archers and mages until your barracks brims. Research the dark sciences. Smelt legendary steel.

Then descend. Beneath every kingdom in Northeld lies a dungeon that goes deeper than the maps it is drawn on. Each floor is harder than the last; each boss guards the loot you need to keep going.

Procedural floors
6
Pillars of the loop
24/7
Background timers
The kingdom of Northeld — a knight at the gates of a castle.
— Where every campaign begins.

II. The Loop

Six pillars of conquest

A clean strategy loop, polished for one hand and a small screen. Every step feeds the next; every floor pays for the one above it.

  1. 01

    Build

    Erect halls, forges, libraries, training grounds. The fortress is the heart of every campaign.

  2. 02

    Train

    Forge warriors, archers and mages in your barracks. Timers continue while you sleep.

  3. 03

    Research

    Unlock new branches in your tree — stronger units, sharper steel, deeper magic.

  4. 04

    Craft

    Smelt legendary gear at the forge and equip your champions for the floors ahead.

  5. 05

    Descend

    Deploy your squad and auto-battle through procedurally-tuned dungeon waves.

  6. 06

    Ascend

    Loot. Upgrade. Repeat — until there is nothing left below that can stop you.

III. Features

Strategy with weight

Squad Command

Owning a hero is not
the same as fielding one.

Limited deployment slots force you to make real choices, even when your barracks is overflowing. Tag in your tank when the boss arrives. Bench your archer when the corridor narrows. Every encounter rewards a different lineup.

  • Front, mid and back-line positioning
  • Synergies that grow with research
  • Ghost-card dragging — no fat-finger placements
The Army roster — Human Archer and Human Warrior.
The Magic Arsenal

Three spells, equipped.
The rest, waiting.

Lightning to break a line. Heal to keep your front alive a second longer. Poison for the boss that does not flinch. Mana regenerates between encounters — you choose what to spend it on.

  • Equipable spell loadout — strict slot count
  • Per-spell levels and damage tuning
  • Mana that ticks back even between dungeons
The Magic loadout — Heal, Lightning, Poison.
Infinite Depths

Every tenth floor a boss.
Every fiftieth, something worse.

The dungeon does not end. It changes shape. Levels become harder, lighter levels become rarer, the bosses learn from the parties that beat them. The descent is the meta-game.

  • Procedurally-tuned wave difficulty
  • Background completion + push notifications
  • Restartable runs — your barracks survive what you don't
The Descend menu — level 52, 53, Boss 54, level 55.

· A glimpse

The first fifteen seconds.

IV. Scrolls

Glimpses from below.

A scattered set of dispatches from the deep. Builds, battles, spells and the spoils that follow.

V. The Creed

No fluff.
Just dungeon strategy.

VI. Coming soon

The gates are
still sealed.

Northeld is in development. Leave your raven and we'll send word when the dungeons open.

No marketing, no spam. One email when the dungeons open.