
Of Grit & Graves is a turn-based tactical dungeon crawler inspired by classic tabletop RPGs. The full release will feature over 35 monster types and 120 quests over 7 unique environments. Play the Free Demo and wishlist here to get notified when the full game is launches!
Welcome adventurer! You are about to embark on a perilous journey into the depths of cursed dungeons, where monsters lurk in shadows and treasures await the bold. Of Grit & Graves is a turn-based tactical adventure where every decision matters.In this game, you'll command a party of four heroes—a stalwart Warrior, a divine Cleric, a cunning Rogue, and a powerful Wizard—as they delve deeper into increasingly dangerous quests. Your goal? Complete 120 quests and emerge victorious... if you can survive that long.
The Warrior

Your front-line fighter. Strong, durable, and deadly in melee combat. After 3 consecutive kills, the Warrior enters Berserk mode, dealing devastating damage.
The Cleric

Your lifeline. This holy healer keeps the party alive with divine magic and support spells. Don't let your Cleric die—you'll regret it.
The Rogue

Your scout and trap specialist. Rogues excel at Sneak Attacks (double damage from behind) and can disarm deadly traps that would kill others.
The Wizard

Your artillery. Wizards unleash devastating offensive spells that can turn the tide of battle—but they're fragile, so keep them protected.

Hit Points
Total Health

Intelligence
Every 6 intelligence grants +1 spell power
Determines scroll casting chance
Determines spell effectiveness

Attack
Total attack dice
Calculation(rounded down):
(Strength + 1 / 4) + Weapon Attack + Buffs/Debuffs

Strength
Every 4 Strength grants +1 Attack

Dexterity
Every 4 dexterity grants +1 Defense
Determines chance of trap disarm/evasion
Added to movement roll

Defense
Total defense dice
Calculation(rounded down):
(Defense + 1 / 4) + Armor Defense + Shield Defense + Buffs/Debuffs
When a monster dies or a hero disarms a trap, the entire party earns experience points (XP). As XP accumulates, the party's XP meter fills. When the meter is full, the party levels up and gains one upgrade point per hero to spend on hit points, strength, intelligence, or dexterity. Upgrade points can only be spent between quests during the preparation phase.

Every character gets 2 standard actions per turn. This is fundamental to how the game works.Think of your turn like this:
ACTION 1 → ACTION 2 → End Turn
IMPORTANT: Once you've used an action, you cannot "undo" it or split a movement action. If you have remaining movement, you cannot use it after performing another action.
Most consumable items that you find throughout your adventure don't use an action unless otherwise stated in the item description. Other free actions include opening doors, opening containers, or interacting with various objects in the world, such as throwable objects.

Roll to determine how many spaces your character can move.Movement Calculation:
2d6 + Dexterity + Room Clear Bonus + Buffs/Debuffs + Level Clear BonusRoom Clear Bonus: +6 if there are no monsters in the current room and the character rolling is not being targeted.
Level Clear Bonus: +50 if there are no remaining monsters in the current quest.

Target an enemy monster and roll attack dice to determine the number of hits.Dice Calculation: 1d6 * Attack

Attempt to disarm a trap adjacent to the hero. Roll a 1d6 per dexterity. Rolling a 6 disarms the trap successfully. Failure triggers the trap.

Ends the current hero's turn.

Cleric and Wizard Only
Cast a prepared spell. Spells can be either single-target spells or multi-target spells. For multi-target spells, the same target can be selected multiple times. Most spells require line of sight to the target.

Warrior Only
Every 3 consecutive monster kills activate the berserk action. Berserk doubles the hero's attack stat, enabling the hero to roll twice the number of attack dice.

Rogue Only
When the hero is positioned behind an enemy monster and is not the target of that monster, the hero's attack roll results are doubled. This action replaces the attack action when activated.

Rogue Only
Searches the hero's line of sight for traps. If found, they will be revealed and have a chance of finding gold. The searching for traps action is only allowed when no enemy monsters are in line of sight.
Each action and spell button is assigned a numeric hot key that you can use to activate the action or spell. The Escape key can be used to cancel an action or go back to the main actions.
When being attacked by an enemy monster, your hero will roll defense dice to attempt to mitigate incoming damage from the monster's attack roll.
Dice Calculation:
1d6 * Defense
When an offensive spell (damage-dealing) is cast on your hero, you roll an intelligence check to determine if any spell damage is mitigated. 1 point of spell damage is reduced for every 5 or 6 rolled.
Dice Calculation:
1d6 * Intelligence
Only the Cleric and Wizard can cast spells. Each starts the game with 6 prepared spell slots for assigning spells.Spell TypesSpells are class-specific, meaning the Wizard and Cleric can only prepare spells that they are allowed to cast, with the exception being spell scrolls. See Items for more informationPreparing SpellsYou must manually assign spells to your prepared spells inventory before each quest. If there are empty slots available in your prepared spells inventory, they will be automatically assigned from the available spells inventory.Spell Power
Intelligence increases the base power of your Cleric and Wizard spells. Buffs/Debuffs from spells, healing, and damage are all increased based on your hero's intelligence attribute.
Spell Power Calculation(rounded down):
(1 + Intelligence / 6) + Base Spell PowerSummoning Spells
Summoning spells can target one or multiple tiles and call a specific monster type to join the party as an ally. Summoned monsters act on their own: they attack any enemies in line of sight or, if none are visible or targeted, follow the caster.
Many spells, traps, and items in the game modify character attributes in a positive or negative way. They usually last a specific number of rounds. Some modifiers can last for the remainder of the quest. A round is one full cycle through all characters' turns.Attribute Modifier
These modifiers can change Strength, Dexterity, Intelligence, Attack, or Defense.Hidden Modifier
When hidden, a character cannot be attacked.Sleep Modifier
Sleeping characters cannot perform actions or defend. They awaken when hit by an attack or damaging spell.Frozen Modifier
Frozen characters cannot perform actions or defend.Webbed/Entagled Modifier
Webbed or entangled characters have their movement reduced.Extra Turn Modifier
Grants the character an additional turn that is taken immediately after ending their current turn.Total Actions Modifier
Reduces total actions allowed on a character's turn. Often used in conjunction with other modifiers such as sleep or frozen.Movement Modifier
Reduces movement. Often used with other modifiers such as webbed or entangled.

Modifiers can be found in the character info panel of the current character turn or selected character. Hovering the cursor over the modifier will display detailed information.
Before setting out on your next quest, you have the opportunity to equip weapons and armor, prepare spells, buy and sell items, transfer items between characters, and change the turn order of your heroes.

A: Character Selection Panel
Click a hero's portrait to view their inventory and attributes. Drag portraits to reorder turns. Drag an item onto another hero's portrait to transfer it (requires space in their main inventory(F)).B: Party Level
Current party level.C: Party Gold
Current party gold. Gold is shared between all heroes.D: Attribute Panel
Displays the selected hero's attributes. Use this panel to spend upgrade points on attributes when available.E: Equipment Panel
Selected hero's equipped items. Move items to empty slots or double-click items in the main inventory to swap items.F: Main Inventory
All items except for spells are allowed in the main inventory. You can drag to rearrange items or right-click to bring up the "Destroy Item" context menu.G: Shop
Red item slots are items you cannot afford. Double-click or drag items to purchase. To sell an item, drag the item anywhere onto the shop panel.H: Item Info Panel
Displays information for the currently selected item.I: Usable By Info
Shows which heroes can equip or use this item. Any hero can purchase equipment for others, but cannot equip unusable items. Spells can only be purchased by compatible heroes.J: Available Spells Inventory
This shows the hero's available spells (not prepared for the next quest). Purchased spells go here. Double-click or drag them to the prepared spells inventory to bring them on the next quest.K: Prepared Spells Inventory
Drag or double-click spells here from the available inventory to prepare them for the next quest. Empty slots auto-fill with the first unchosen spells from available inventory.L: Start Quest/Graveyard/Quit Game
Start Quest will bring up the level selection dialogue. The gravestone button will load the graveyard and leaderboards. Quit game will save and quit.





Items are divided into the following categories: Weapons, Armor, Shields, Relics, Spells, Quest Items, Gems, and Consumables.
Weapons
Properties
Attack: The number of attack dice.
Reach: The maximum number of adjacent tiles the weapon can strike from.
Diagonal: Whether the weapon can target enemies diagonally (Yes/No).
Two-Handed: If yes, the hero cannot equip a shieldArmor and Shields
Properties
Defense: The number of defene diceRelics
All characters have 2 relic slots. Relics are powerful items with unique abilities. There are 4 obtainable relics per level.Spells
Spells are a special item type that can only be purchased from the shop in between quests. Not to be confused with spell scrolls.Quest Items
Items that cannot be destroyed or dropped and are critical to a quest are placed in your quest items inventory slots in the upper right corner of the HUD. Keys are considered quest items.Gems
Gems can only be sold in the shop.Consumables
Potions, scrolls, trap kits, and curious items are all considered consumables. Consumables are one-use items that can be used by any hero and can be used from the main inventory during a quest by right-clicking the item and selecting "use item". Consumables are a free action unless otherwise specified in the item description.
Any hero can use a spell scroll but must pass an intelligence check to cast. If the hero fails the check, the scroll is wasted.
Dice Calculation:
1d6 * Intelligence
Hero must roll a 6 to pass the scroll cast check.
Most trap kits are only usable on specific levels. Traps can be placed on an adjacent tile.
Potions can only be used by the hero who consumes them.
Curious items have unique and often useful abilities. You will find these strange things throughout your adventure.

A: Quests Completed
Total quests completed overall.B: Level Selection
Level select. Each level contains 20 quests. Levels unlock after completing the specified number of quests.C: Level Progress
The level progress indicator displays the currently selected level's completion. The treasure chest icon indicates relic retrieval quests. The final quest is a boss quest where you will choose between 2 random relics as a reward for completion of the level.
Every quest has a win condition. After completing the objective, the "Exit Quest" button will appear, and you can leave the current quest at any time.

Destroy all Monsters
Kill all the monsters in the quest.Find and Destroy
Kill the boss in the dungeon. Bosses are elite versions of monsters.Retrieve the Relic
Find the relic and bring it back to the entrance rune.Rescue
Find and escort an NPC back to the entrance. You must keep the character alive.
Ritual rooms are rooms with unique challenges that provide a reward buff for all characters upon success along with treasure. If you should fail, the party will be cursed with a debuff for the remainder of the quest.





To activate the ritual, you must occupy at least one ritual tile per character in your party that is alive. Upon activation, a window will appear explaining the ritual rules. You can choose to accept and begin the ritual or close the window without starting the challenge.
In each level, certain objects and characters can be interacted with. To interact, the acting character must be adjacent to the target.Select the target object or character using:The hand cursor when no action is currently selected, or
The boots (movement) cursor during a move action.Doors
Opening a door will reveal the room and any monsters inside. Some doors are locked and require a key to open.Containers
There are many objects throughout your adventures that hold different types of treasure. Some are obvious, and some are not so obvious.Throwables
Certain objects can be picked up and thrown. These throwables travel in a straight line until they collide with a hero, monster, or any other solid obstacle, at which point they break and deal damage.Damage Calculation: Damage starts at a value determined by the throwing character’s Strength and decreases by 1 for each tile the object travels beyond its starting position.
Range: The maximum throwing distance is also based on the character’s Strength.Example: A character with 5 Strength throws an object that deals 5 base damage. If it hits a target 2 tiles away, the target takes 3 damage (5 − 2 = 3). If it travels 5 or more tiles, it deals 0 damage on impact.Driig the Traveling Merchant
In most levels, you will find Driig, the traveling merchant. His inventory often changes, and you can purchase various items for use on your adventure.
Every quest has random hidden traps. If a hero or monster walks over the trap, it will trigger, and the character will roll a dexterity check to determine if they evade the trap. Traps can do damage, apply a debuff, and even teleport a character.Dexterity Check Dice Calculation: 1d6 * DexterityRolling a 6 will evade the trap.
Wandering monsters are in every quest and spawn when a hero walks across a specific tile. They can only be triggered once.
A: Character Portrait Button
Click on the current character's portrait to open their main inventory.B: Main Inventory
To use an item in your main inventory, double-click or right-click the item to bring up the context menu. You may choose to use the item or destroy it to make room in your inventory. Relics cannot be destroyed.
