Cinder the Torchbearer climbing the Ember Spire

HIROLL

Roll the die. Climb the Spire.
Keep what you earn.

A 3D dice-board roguelike. One die decides where you land — a monster, a treasure, a forge, or the Boss Gate. Die and you restart the climb, but your gold, gear and companions are yours forever.

30 floors 15 relics 8 companions No wallet required

How to Play

Thirty seconds is all it takes to understand. Thirty floors is another matter.

  1. 1

    Roll

    Tap ROLL. A stone die tumbles and decides how far along the ring you hop. Relics can nudge that number — or turn a bad roll into a weapon.

  2. 2

    Land

    Every tile means something: monsters, treasure, a campfire, a merchant, a forge. The glowing rim tells you what's coming before you get there.

  3. 3

    Fight

    Battles run themselves — you spend them wisely. Slash, Flame Burst and the Pyre Verdict ultimate are yours to time, and your pet fights alongside you.

  4. 4

    Climb

    Pass the Boss Gate to clear the floor. Merge three matching pieces of gear into something stronger, then walk into a meaner floor.

The dice board — a ring of carved stone tiles
The board: one ring per floor, one Boss Gate at the end.
Battle with skill buttons and enemy health bars
Battle: auto-attacks tick, your three skills are the decisions.
The forge panel showing gear and merging
Forge: three identical pieces become the next grade up.
Pets panel with companion slots
Companions: heal, freeze, mark, or drag you back from death.

On a phone

  • Tap ROLL to move
  • Tap the round buttons to cast skills and drink potions
  • Top-right icons open your bag, pets, quests and shop

On a keyboard

  • Space roll · 123 skills · Q potion
  • I forge & bag · P pets · J quests · G shop
  • Esc closes any panel

What You Keep

A roguelike where dying costs you the run, never the progress.

Relics rewrite the dice

Beat an elite or a boss and pick one of three relics. Loaded Pips adds +1 to low rolls. Snake Charm turns a 1 into +60% damage. Glass Die gives and takes 40% more. Relics last the run — they are the gamble you choose.

Gear that compounds

Weapons, armour, rings and charms drop across six grades from Common to Mythic. Three identical pieces merge into the next grade, and gear survives death — every run makes the next one easier.

Companions that fight

Hatch eight companions with Gems. Moonstag heals, Frostwolf freezes, Shadowshiba marks targets for extra damage, and Ghostmare revives you once per battle. Three slots unlock as your account levels.

Quests and points

Milestones and daily quests pay Gold, Gems, Energy and Points. Points are the ledger that matters — they accrue from your very first roll, long before the token exists.

The climb

Floor 1 is a guaranteed win — that's the tutorial. From there enemy health grows 16% and damage 14% per floor, elites appear at floor 6, and every fifth floor is a major boss: Mush King (5), Gob Warlord (10), Twin Ghosts (15), Dragon of the Spire (20), Demon Regent (25), and The Ember Sovereign at floor 30.

$HIROLL on Solana

Play first. The token is an extension of the game, never a gate in front of it.

Points become tokens

Every kill, floor and quest banks Points. After launch, Points convert to $HIROLL. Until then there is nothing to sign up for and nothing to buy — just play, and your points wait for you.

Your wallet is your save

Connect Phantom, Solflare or Backpack and your progress binds to the address — not to a browser. The same address restores the same climb from any wallet app, on any device.

Why Solana

Fees small enough that claiming your points doesn't eat them, and confirmation fast enough to feel like part of the game. Guests can play and bank points forever — the wallet is only needed when you want to claim.

Early players first

Nothing is lost by playing before launch. Points recorded today count the same as points recorded after. No presale mechanics inside the game, no pay-to-win shop — Gold and Gems are earned by climbing.

Tokenomics

No pay-to-win shop inside the game. Gold and Gems are earned by climbing, and points convert to $HIROLL after launch.

Contract address SEALED UNTIL LAUNCH Buy on pump.fun

Roadmap

  1. Built — board, dice, battles, forge, relics, companions, quests, shop, wallet gate
  2. Built — original 3D hero, generated art, sound effects
  3. Next — music, floors past 30, seasonal events, leaderboard
  4. At launch — token live, points claim opens
Cinder the Torchbearer

Cinder is waiting at the foot of the Spire.

No install, no wallet, no sign-up. Just a die and thirty floors of trouble.

Play Free