Shepherd's Descent
The Shepherd's Descent emblem: a golden crook and a burning lantern inside a ring of runes

Shepherd's Descent

Carry the light into the deep.

For everyone who misses the old Diablo days: a dark gothic action RPG for your phone. Seven realms, hard-won loot, and a long way down.

Coming soon toGoogle Play
The storyteller

The Old Shepherd

The Old Shepherd: a hooded figure with a long silver beard, face hidden in shadow, holding a golden crook and a burning lantern in a misty graveyard at night

I am the Shepherd. This is my story.

For nine hundred years the bells of Saint Odo's Abbey rang the dead to rest, and the Shepherds walked each soul home. I was one of them. Then, on the night of the long frost, the bells stopped.

By morning a pit had opened beneath the abbey floor. The abbot was gone. The graves of Hollowmere stood empty, and the sick died in their sleep with their eyes open. One Shepherd was left in the valley. I will not call it courage. There was no one else.

I came back up. I am old now, and I remember every step. Somewhere below, the flock was still walking. Take up the crook. Bring the light. Follow me down.

Shepherd

The story begins

The Silent Bells

The opening film, about 40 seconds. Painted films like this one carry the tale from realm to realm.

The valley and the deep

Seven Realms

The bells of the valley have stopped, and a pit lies open beneath the abbey. It leads down through seven realms. Above each one stands a town that shelters what is left of the living. Below, the dark goes on.

A misty graveyard at night, its graves dug open, lanterns glowing among the stones
I

The Crypt

Hollowmere

Hollowmere bars its doors after dusk, and the shrines along the graveyard road have gone cold.

An abbey hospice cut into a rock face, every window lit, its great doors barred
II

The Catacombs

Saint Odo's Rest

A hospice cut into the rock. The bell ropes are cut and every lamp is lit, while something far below keeps counting.

Wooden stilt houses lit by lanterns above still black water in a vast cavern
III

The Drowned Halls

Mirefast

Stilt houses stand above black water that rises every morning. Beneath it, a bell is still ringing.

A town of violet stone built among skulls and bone arches, figures whispering in doorways
IV

The Weeping Vaults

Bonewick

Bones hang from the eaves for luck, and chalk drawings line the vault walls at a child's height. At night, the whole town hears the weeping.

A soot-black fortress on the edge of a chasm full of fire and violet smoke
V

The Burning Deep

Cinderhold

A soot-black garrison at the edge of a burning chasm. The Shepherds' knights once guarded the deep road here. The chains in the forge are still warm.

Hooded townsfolk carrying lamps through a grey, ash-covered street
VI

The Ashen Throne

The Last Lantern

Grey ash covers everything, and the trees have turned to stone. A ring of lamps keeps watch around a well of ash.

A small candlelit chapel on a cliff above an endless dark void
VII

The Abyss

The Final Vigil

A chapel at the edge of nothing, kept by Shepherds of orders no one has heard of.

Guardians of the deep

The Wardens

Seven Wardens guard the deep, one at the bottom of each realm. Every realm runs three floors down, and the Warden waits on the third.

Who they were, and why they stand there, is yours to discover.

  1. IAbbot Osric, the Bone WardenThe Crypt
  2. IISister Maren, the Ossuary WardenThe Catacombs
  3. IIIBrother Edrin, the Tidebound WardenThe Drowned Halls
  4. IVThe Weeping WardenThe Weeping Vaults
  5. VSer Calder, the Cinder WardenThe Burning Deep
  6. VISaint Odo, the Ashen WardenThe Ashen Throne
  7. VIIThe Pit SovereignThe Abyss
Endless candlelit bone niches glowing violet, a lone figure with a lantern
Below, in the catacombs, something is counting.
A great bronze bell swinging underwater, rings of sound spreading through the dark
It is still ringing. Underwater.
Children's chalk drawings on a vault wall lit by candles
Lambs. A crook. A woman with a lantern. Some of the lines are fresh.
A column of armoured knights marching down a road of embers, chains over their shoulders
Forty knights went down the deep road.
An old ledger open on a lectern beside a candle
Names, hundreds of them, and here and there a small black mark.
Robed Shepherds holding candles on a cliff edge above a violet abyss
Others have stood where you stand.
Choose your calling

Five Callings

Every calling can be played as a man or a woman, and each begins with a companion of its own. Companions never fight and never fall. They follow you and gather loot.

Warden-Knight

Sword and shield

Stands at the front and does not move. The wall the dark breaks against.

  • Cleave
  • Shield Charge
  • Bulwark
  • Judgment

Lamplighter

Lantern staff caster

Carries fire on the end of a staff and burns the dark away from a distance.

  • Ember Bolt
  • Fan of Embers
  • Lantern Nova
  • Meteor

Bellringer

Battle priest, mace and shield

Guards the living with blessings and breaks the restless with the toll of a bell.

  • Toll
  • Blessing
  • Sanctuary
  • Great Toll

Gravedigger

Summoner

Knows the dead better than anyone, and calls them up to fight at your side.

  • Raise Restless
  • Bone Spear
  • Raise Bone Colossus
  • Army of the Restless

Huntsman

Archer

Strikes from afar and pins the hunt in place before it can close.

  • Piercing Shot
  • Volley
  • Snare
  • Rain of Arrows

Each calling has three skills and one great power, shown in dark.

Loot from the deep

  • Common
  • Magic
  • Rare
  • Unique
  • Set
  • Relic

Uniques, sets and relics wait in the dark, and every calling has a relic set of its own. Socket gems from Chipped to Radiant. The Blacksmith salvages, tempers and adds sockets, the Gambler trades soul shards, and one shared stash serves all your heroes.

The Endless Deep

Beat the story and go down again in New Game+. Or take the Endless Deep: a descent with no bottom, with deeper horrors the further you go and a rare wanderer that comes once a week.

Shepherd's Rest

Your own cottage, away from the dark. Tend the farm plots, keep a pig and her piglets, train in the yard, and cast a line from the dock. There are three fish to catch in every realm.

Never alone

Twenty quests in every town, and the townsfolk have more to say than they let on. Two players can go down together online.

In the forge

Coming soon

Coming soon

Skill runes

Runes that change how each skill works, so the same flame or blade can answer in a new way.

Coming soon

The Crook Gate

A gate that has waited a long time. What it asks of you is not yet told.

Coming soon

Waystones

Old standing stones set along the Endless Deep, for those who go farthest down.

Coming soon

A new interface

Parchment, wrought iron and candlelight. Every menu is being remade.

Letters from the Shepherd

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Credits

Created by
Shepherd
Music by
[COMPOSER NAME]
Contact
contact@shepherdsdescent.com