Gravekeeper
A free necromancy roguelite. Hold a 5×5 graveyard for ten nights: one card each morning, and at night the dead fight on their own.
Play in your browserFree · no account · no ads · phone or desktop · a run takes ten nights



How a night works
See who is coming
Each morning shows tonight's attackers from one of 4 enemy families, with their real numbers.
Play one card
Put a unit on an empty plot, play the same unit again to level it up, or build a structure that strengthens the plots it reaches.
Let the dead fight
Fights have no dice, so the forecast shows exactly how tonight goes before you commit. Enemies that get through damage your crypt.
Three schools of necromancy

The Bone Lord
Walls of skeletons that will not stay down.
Bone counts one extra unit toward its bonuses.

The Banshee Queen
Ghosts that slip past the shields and go for the throat.
Spirits get +1 attack, +3 health and +1 armour.

The Plague Doctor
Rot and hexes. The enemy is dying before the fight begins.
Enemies start weaker for each Flesh or Cursed unit you have.
What makes each run different
- Tags with thresholds. Units are Bone, Spirit, Flesh, Cursed or Fallen. Gather 2, 4 or 6 of a tag for growing bonuses: Bone that gets back up, Spirits that dodge, Flesh that heals.
- Structures by shape. Some strengthen their neighbours, the Ossuary a whole row, the Black Altar a column. Where you build matters as much as what.
- Raise the fallen. Enemies you kill can join your deck, each with a few lines about who they were, so your deck depends on who you fought.
- 20 dark pacts. Three times a run you may strike a bargain. The strong ones cost something: bigger armies, crypt health, weaker units elsewhere.
- 19 crossroads encounters. Strangers between nights offer trades: thin your deck, attune to a tag, sell rerolls for health.
- Omens. Most runs carry an omen that sends one enemy family on six of the ten nights, so each run asks for a different answer.
- Front and back lines. The top two rows meet the enemy first. Behind them, melee waits in reserve and ranged units hit harder.
- Bosses and the endless dark. Bosses come on nights 5 and 10. Win, then stay on as the armies keep growing.
Something to come back for
Win or lose, each run counts toward 42 deeds. They unlock new cards, 12 relics, 9 alternative openings and 5 difficulty levels, from Dusk to Witching Hour. Unlocks add choices, never permanent stat boosts. A daily grave gives everyone the same seed each day.
Questions
- Is it free?
- Yes. No ads and no account.
- Does it work on a phone?
- Yes. It is designed for phones held upright, and plays in a desktop browser too.
- How long is a run?
- Ten nights, one card per night. After a win you can stay on into endless play.
- Where is my progress saved?
- In this browser on this device. Clearing the site's data resets it, and progress does not move between devices.