AURVANIADungeon Crawler

Catch them. Crawl it. Own all of it.

An open world of 91 creatures to battle, catch and evolve — and ten floors of dungeon under it. Every relic you earn mints to your own address as a real NFT. No wallet to install, no seed phrase, no gas, nothing to put in.

Free to play. Sign in with Google or email · the game pays every fee

The open world of Aurvania: an adventurer and two companion creatures crossing a meadow beside a lake
A turn-based creature battle against a wild Stiltch, with health plates and an action bar
91creatures
in the dex
46creature
families
14elemental
types
24monsters
in the dark
6dungeon
difficulties
0gas fees,
ever

Three games, one save file

An open world above. A dungeon below. A wallet that is really yours.

They share one adventurer, one satchel and one economy — the pet you catch in the grass fights at your side ten floors down, and everything either one earns is yours on-chain.

The Wilds

A persistent open world that is yours alone — one seeded map per account, the same every time you walk back into it. Wild creatures roam the meadows and hide in the tall grass. Weaken one in a turn-based battle, throw a soul crystal, and it is yours.

The Delve & the Tower

Ten floors of dice-driven dungeon across six difficulties, and an endless tower that only stops when you do. Walk into a monster to swing at it. Gear decides these fights — and the deeper you go, the better it drops.

Play-to-own

Every weapon, every creature, minted automatically to your own Koinos address the moment you keep it. You approve nothing and pay nothing — the signature is silent and the game covers the chain's cost. Nothing in the game is sold for money.

Real frames, no mockups

This is the actual game

Every screenshot on this page was captured from a live session.

Adventure mode

The Wilds

Step out of the Keep into a 56×56 open world that belongs to your account. The seed is minted once and kept, so the lake, the ruins and the trader's tent are exactly where you left them — only the creatures move.

🌿 Walk in, and something walks out to meet you

Wild creatures roam the map in plain sight — walk into one to challenge it. Others wait in the tall grass, where every step is a 13% chance of an ambush. Monsters prowl here too, and those you fight the dungeon way: bump into them and swing, with your gear deciding the outcome.

Four zones ring the spawn glade — the Glade Fringe, the Deep Meadow, the Old Woods and the Far Wilds. Range further out and the creatures get stronger, rarer and richer — epics are the ceiling out here, and all but unheard of until the outer zones. Legendaries are not caught at all: two are earned by taking a line to its end, and three exist for something else entirely.

Walking the open world with two companion creatures trailing behind
A battle in progress: damage numbers, a health bar falling, and a type-effectiveness readout

⚔️ Battles with a type chart and a real decision every turn

One of your creatures stands against the wild one. Strike for reliable damage or spend the cooldown on an elemental surge — and 14 elements push each other around, so fire scorches plant but hisses out against water. The readout tells you which way it cuts before you commit.

Switch a fresh creature in, pour a tonic down a hurt one, or flee if the fight has turned. And if nothing you own can stand? Your adventurer draws steel and fights it themselves — which is exactly how a brand-new player wins their first companion.

🔮 Catching

A wild creature at full health shrugs off a crystal. Wear it down and the odds climb — a Soul Crystal holds an uncommon creature about 45% of the time, a rare about 28% and an epic about 14% — and a Grand Soul Crystal is nearly twice as likely to hold any of them.

Both are bought with 💠 Crystals, the currency of the Wilds: pried from glowing nodes, shaken loose by victories, and dug out of chests. Spend them at the trader's tent in the glade — or at the Vendor back in town, at the same price.

The Adventure gate showing the adventurer, their party and their crystal supplies

Crystals

Nodes give 1–2. A won battle shakes one loose 35% of the time, rising +12% per zone out. Chests hide more. They buy every supply in the Wilds — and two of them level a legendary relic at the Forge.

Springs & fires

A hidden spring puts your whole party back to full and knits half your own wounds, then needs a while to gather its light again. The glade fire patches you up between forays. Both are free.

Leave whenever

Walking home is not a retreat: everything you caught and gathered comes with you, banked in full. The world keeps its shape for next time.

The dex

91 creatures. 46 families. One that forks three ways.

Hand-drawn, four-direction sprites — they walk beside you in the world, fight for you in battles, and lend you their abilities down in the dungeon. 43 of them spawn wild, 45 more are earned by evolving the ones you caught, and three legendaries are reserved for something else entirely.

Scorchimpuncommon
Blazoonrare
Emberserkepic
🔥 fire
Calfinuncommon
Vaporcarare
Maelfinepic
💧 water
Impuckuncommon
Cinderoguerare
Infernoughtlegendary
🌑 shadow
Whiskitrare
Zaplynx⚡ electric
or
Fernlynx🌿 plant
or
Nimbolynx🌪️ wind
all epic · pick one, no going back
  • 🔥 fire
  • 💧 water
  • 🌿 plant
  • ⚡ electric
  • ⛰️ earth
  • 🌪️ wind
  • ☠️ venom
  • 🌑 shadow
  • 👻 spirit
  • ⚙️ metal
  • 💎 crystal
  • 🤖 cyber
  • 🐉 dragon
  • ◻️ normal

🪶 Evolution is earned, never bought

There is no merging and no fee. A creature you fight with earns experience, and that XP carries it to Lv3. Past that it keeps learning — and when it crosses the mastery line (1,200 XP for the first evolution, 2,400 for the second) that one creature walks into the Roost and a different species walks out.

Nothing else is consumed. The one you raised is the one that changes — it keeps its shine, and its old relic retires as the new form mints. Each stage you reach also opens another perch, so a fully-grown line lets you field three companions at once.

The Roost: a Scorchimp line with mastery progress and an Evolve button

Shinies

About 1 in 100 creatures gleams. A shiny has its own artwork — not a colour filter — its own slot in the Collection, and it passes the shine on when it evolves.

They fight for you everywhere

Your companions battle in the Wilds and act when you attack in the dungeon, each rolling its own ability. Three perches, and their effects stack.

Collect every form

The Collection counts variations, not names: plain and shiny for creatures, and every crafted grade for gear. It is a lifetime record — selling something never un-finds it.

Every creature in the Aurvania dex, ninety-one of them, each with its name — from Scorchimp and Blazoon to Infernought and Tidemperor

The whole dex, in order, named — coloured by rarity: uncommon · rare · epic · legendary. 12 lines run three stages, 19 run two, and 15 never evolve at all. See every one as a table, with its stats →

The dark half

Ten floors down, and a tower with no top

Grid movement, bump-to-attack, and a d20 under every swing. There is no attack button — the step is the swing.

🏰 Six delves, one descent

Each difficulty is a different world with its own colour, its own monster strength and its own reward multiplier. Every rung is open from the start but one: The Maw stays sealed until someone has already survived the Abyss.

Every floor can turn strange: an omen bends the rules for a whole run, and a shrine offers three blessings and lets you keep exactly one.

The delve difficulty picker listing Normal through The Maw with reward multipliers
The six delve difficulties, their reward multipliers and what each changes
DifficultyRewardsWhat changes
Normal×1The gentle one. Learn the dungeon.
Hard×2.2Monsters carry innate buffs and hit 20% harder.
Expert×5Enemies half again as strong; rarer loot opens up.
Nightmare×8.5Max-level monsters, near-double strength, and more of them.
Abyss×13The floor of the world — the first delve where legendaries drop.
The Maw×18Beyond the Abyss. Sealed until you clear it.

The Endless Tower

A boss every third floor and no ceiling at all. It changes clothes every ten floors, and from floor 13 on, every rarity tier is on the table. It always wins eventually — the question is how far you got.

The Daily Delve

One seeded dungeon a day, identical for every player, one scored attempt. Bounties run alongside it, and the podium pays.

Monster Hunts

Every kill counts forever. 10 kills of a species makes you its Hunter (+5% damage), 50 its Slayer (+10%), 250 its Bane (+15%) — permanently.

Forge · Enchant · Craft

Three workshops that turn loot into a stronger adventurer

Gear levels with gems, gains affixes by gamble, and climbs five grades by being fed copies of itself.

⚒️ The Forge — levels, and they always land

Every item runs Lv0 → Lv3, and enhancement never fails: 300, then 700, then 1,000 gems. Legendary relics ignore gems entirely and take 2 💠 Crystals a level.

✨ Enchanting

Unlocked at 10,000 AUR. 400 gems a try for a random prefix or suffix from 24 affixes — starting at a 10% chance and climbing +10% every time it fizzles, up to a 95% ceiling. Patience does most of the work that luck would.

The Forge listing gear with enhancement levels, affixes and enchant chances
The Crafting Hall combining two maxed Blood Blades into an Emerald Blood Blade

🛠️ The Crafting Hall — two of a kind make something better

Feed the bench two fully-forged copies of an item and one better one comes out. Four copies climb two grades in a single craft; eight climb three. What goes in is gone, relics and all — so a Radiant is a real achievement, and the game can say so.

Shine only survives if every copy in the batch was shiny. Four shinies forging into one two grades up is the deepest chase in the game.

Plain×1the drop as it fell
Emerald×1.251,500 gems
Sapphire×1.54,000 gems
Amethyst×1.810,000 gems
+ 2,500 AUR
Radiant×2.225,000 gems
+ 10,000 AUR

Grades multiply an item's whole stat line — and the top two add procs of their own.

And when you want a change

Seven more ways to spend an evening

Expeditions

Send benched heroes and idle creatures on timed trips — three parties at once. They come home with gems, gear rolls and crystals, and every level on a creature in the party adds +5% to the gems they bring back.

The Arena

Crown a champion and fight other players' champions in a server-run best-of-five. 25 gems in, 45 out on a win, an Elo ladder, ten bouts a day.

PVPD

Build a dungeon, then raid the dungeons other players built. Everyone plays both roles, with separate ratings for raiding and for dungeon-mastering.

The World Boss

A mountain of HP for the last three days of every month, which everyone holding 500 AUR chips at together. You are expected to die; your best damage is your score, and the board pays AUR.

Knucklebones

The Gambler Ghost deals a real dice duel on a 3×3 board — match values to multiply them, and destroy the same value in his column. Wager 50 gems of the run's haul.

The NFT Market

Trade relics with other players. A smart contract escrows the relic and settles the sale atomically — 90% to you, 10% to the treasury. Whoever holds the token owns the item, in-game too.

Weekend ladder

Friday to Sunday, your best winning delve on Hard or deeper takes the board. The top of it splits a real AUR prize pool.

The Web3 part, which you can ignore entirely

Everything crypto normally asks of you is gone

No wallet extension. No seed phrase. No gas. Nothing to buy in. You sign in like any normal game — and a real Koinos account is created for you behind the scenes.

Sign in with Google or an email address. That one step forges you a real Koinos account and carries it to every device you log in from.
Play. Catch something in the grass, or take the stairs down. Signing happens silently in your browser; the game's wallet pays the chain's mana for you.
Own it. Your finds mint to your address as Crusader Relics — check them on any explorer, trade them, or export your key and walk away with them.

What money buys — and what it doesn't

The shop sells exactly two things: gems, and an Expedition Pass. That is the whole list, and it always has been. No item is sold for money — not a weapon, not a creature, not a level.

The Pass is a real advantage and we would rather say so than pretend otherwise: +25% gems on every run, a daily AUR claim, and a small chance of an item along with it. What it is not is a private shelf — everything it can give you drops for everyone else too.

Gear at the Vendor is priced in AUR, the token you earn by playing. You can buy AUR from other holders if you would rather skip the grind, and some people will. Nothing you can reach that way is closed to a player who never spends a penny.

No gas. Really.

Koinos runs on mana — a resource that regenerates instead of a fee that burns. The game's wallet pays it for every player through mana sharing.

So there is no gas popup between you and the dungeon, no balance to top up before you can play, and no transaction you have to understand. It is a Web2 experience with Web3 underneath it.

On Koinos mainnet

The game's contracts on Koinos mainnet
AUR token1741ZukcW3LV3ehQ6V5webmerAKKDuz43T
Crusader Relics NFT1E8hw3NiDPz9gcZ8BiWoTHzFz4H48dpFKq
Marketplace contract1KNzqEW14Ut1vaZ3qe43gcDiJ2ZTxzYXuf
Treasury / mana payer1NBe6YWf2JAqy5Eh2rQjb6jCRiwe47vyU

Bring a friend — you each earn 1,000 AUR

Share your invite link. Once your friend has genuinely played — three delves, the Tower to floor 3, delve floor 5, fifty monsters and their first on-chain relic — you both get paid. Every one of those is checked against runs the server itself recorded, so nobody can claim it without playing. Funded by 2,000,000 AUR set aside for it, first come first served, and it closes when the fund is spent.

Straight answers

Questions people actually ask

Do I need a crypto wallet?

No. Sign in with Google or an email address and a real Koinos account is made for you. Those two routes are convenience accounts: the game holds the key for you, encrypted, which is what lets the same account follow you to any device. You can export it any time in Settings and take the account with you — the account itself never depends on us.

Is it really free? What's the catch?

It is free, and the game pays every chain fee for you. The shop sells gems and an Expedition Pass — and nothing else. The Pass is a genuine leg up (+25% gems, a daily AUR claim, and the odd item), so it is not nothing; what it is not is exclusive. Every item it can hand you also drops for players who never spend anything.

What does "the NFT is the item" actually mean?

Every non-consumable you own is minted as a token to your own address, with its level, grade, affixes and shine written on the token itself. Whoever holds it owns the item in-game too. Sell it on the marketplace and it leaves your satchel; buy one and it appears there.

Where do creatures come from?

The open world, and only there. 43 species roam the map and hide in the tall grass; you weaken one in battle and catch it with a soul crystal. Another 45 are the evolved forms — never found wild, only earned — and three legendaries are held back for something else entirely. The dungeon drops gear and gems; it has not dropped a creature since the Wilds opened.

How do I evolve one?

By fighting with it. Battle XP carries a creature to Lv3, and past the mastery line it evolves at the Roost — one creature transforming, nothing merged, nothing charged.

Can I play on my phone?

Yes — it is built phone-first and installs as an app from your browser's menu (Add to Home Screen). Your account follows you across devices, so you can delve on a phone and forge on a laptop.

Do I lose everything if I die?

Not much. Dying costs 40% of the loose gems from that outing — in the dungeon and in the Wilds alike. Everything else is safe: items you picked up are yours, and creatures you caught stay caught.

The grass is rustling.

Two minutes from now you could be naming your first companion. There is nothing to install and nothing to pay.

⚔️ Enter Aurvania

Free. No wallet · no gas · no investment