Raise A Party
Recruit the company, sort equipment, and send the right mix of steel, faith, spellcraft, and nerve into the dark.
Gatewatch Dossier
Infinite Depths is a first-person dungeon crawler about licensed expeditions pushing through the Gate below Gatewatch. Build a company, manage the town loop, descend into shifting realms, and come back alive with relics, gold, and whatever your party can still carry.
Recruit the company, sort equipment, and send the right mix of steel, faith, spellcraft, and nerve into the dark.
Move through Gatewatch's tavern, guild hall, tower, temple, blacksmith, and merchant before the next run begins.
Explore unstable realms, survive attrition, claim relics, and decide when the haul is worth more than one more room.
Lore
Gatewatch exists because the Gate below it keeps paying out in treasure, power, and ruin. This dossier now opens the tabs into a larger field guide with location art, denser text, and a scrollable archive panel that leans on the in-game lore.
Why Gatewatch exists, and why companies still keep stepping through the arch.
In the wooded hills beyond the old timber town of Darkwood, workers found a carved stone arch hidden behind a shallow cave mouth. It did not lead into another chamber. It opened into another realm.
Those first descents did not reveal one dungeon. They revealed many: frozen keeps, fungal caverns, ash-swallowed ruins, buried fortresses, and places no surveyor has fully mapped. Some companies returned rich. Many did not return at all.
The Gate would have remained a horror and rumor if not for Gregory Valmere. By recording entry times, lunar turns, weather, and survivor testimony, he proved the destination cycle was not random. Not safely. Not perfectly. But enough to chart.
That changed everything. Darkwood turned from a timber settlement into a frontier boomtown of inns, smithies, shrines, traders, mercenaries, priests, hedge-mages, and opportunists who all wanted a share of what lay below.
The Crown of Valcere declared the Gate property of the realm. No descent would be lawful without a license. A levy would be collected before entry. Significant relics would be declared, catalogued, and sometimes seized.
The Royal Collegium still fights over what the Gate actually is: the surviving hinge of a lost empire, a wound in the Veil, or a sealed threshold that should have remained shut. Their sigils keep the chamber stable. Their charts make profit possible. Their caution makes them deeply mistrusted.
And still the descent continues, because beyond the arch lie gold, crafting materials, relics, forgotten knowledge, and enough power to shift kingdoms. Every dawn, another company steps forward. Some return scarred. Some return wealthy. Some never come back.
Older than the kingdom that taxes it, and still not fully understood.
The Gate is a carved stone arch older than the kingdom that now claims it. It stands in a fortified chamber beneath Gatewatch Hold. It does not blaze, thunder, or speak. At the appointed hour, the air bends and the way opens.
The destination is not fixed. Realm access rotates according to recurring celestial patterns, and each destination is large, self-contained, and unstable over time. Every chart is partial. Every descent remains a wager.
People still enter because the alternative is leaving treasure, relics, rare materials, and roads into impossible ruins untouched. The Gate is too dangerous to trust and too profitable to ignore.
A timber settlement turned frontier engine for the descent economy.
Darkwood was once a practical town of cutters, charcoal burners, hunters, and road traders servicing a region that mattered more elsewhere.
Once Gregory Valmere proved the Gate could be read well enough to exploit, the settlement changed almost overnight. Barracks rose. Warehouses expanded. Inns multiplied. Smithies, shrines, traders, and recovery houses followed the money.
Gatewatch is prosperous, crowded, suspicious, and never fully calm. Everyone profits from the Gate. Everyone knows it could still ruin them.
The tax, the law, and the Crown's way of owning every profitable step forward.
The Crown claims the Gate, the chamber around it, and the legal right to regulate descent. Before any company enters, coin is collected.
The levy funds the garrison above the chamber, ward maintenance, magistrates, vault staff, and the controlled transport of seized relics. Officially it protects the realm. Practically it ensures every lucrative run remains under royal authority.
The levy is not just revenue. It is the Crown's standing reminder that the door belongs to the kingdom, even when the blood price belongs to the company.
They stabilize the descent chamber, schedule the openings, and decide what should never reach open circulation.
The Royal Collegium maintains the containment work around the Gate, studies realm shifts, advises on safe descent windows, and seizes objects judged too dangerous for open circulation.
Its major duties are practical and political at the same time: maintain the warding sigils, track entry timing and destination cycles, catalogue relics and anomalous materials, and support controlled arcane research for the Crown.
Adventurers distrust the Collegium because the scholars study what others bleed to recover, and because the Collegium's definition of restricted often becomes the kingdom's definition of confiscated.
How It Plays
The loop moves between preparation and descent. Recruit in town, equip the party, step through the arch, survive the floor, extract the haul, and spend the winnings before the next company goes down.
Gatewatch is more than a menu. The town is where you recover, spend, recruit, and decide what kind of company goes below next.
Blacksmiths, priests, traders, and mages all sit between the party and the next risk. Good preparation is part of the run.
The deeper rooms are where plans break down. Light, attrition, and one more fight decide whether the party returns wealthy or not at all.
Play Now
The browser edition is embedded below. If you want the game on its own page, open the standalone player in a new tab and take the full frame.
If the frame feels too tight, switch to the standalone player or go fullscreen.
Downloads
If you want the crawler without the browser frame, grab the desktop edition for your platform and head down with the standalone build.