The Gloam
Ninety-six metres below the last floor anyone cut on purpose. Your torch burns twice as fast and what you are carrying is not guaranteed to come back up.
Not in the build yet
The Gloam is designed and specified but not implemented. The shaft is in the prototype and you can walk into it; the duels, raids and ladder are not there. This page describes what is being built. Target: Phase 3 — see the roadmap.
Status: In development
What it will be#
Below B13 the cut stone stops and something older starts. It is the endgame floor and the only place in GLOAM where other delvers can take what you are carrying.
| Torch burn | Doubled |
| PvP | On, everywhere below the last stair |
| On going dark | You drop everything carried, including relics |
| Entry | Free. Ranked entry costs $GLOAM. |
Ranked duels#
One against one, on a seasonal ladder. Entry is free and unranked forever; the ranked ladder costs $GLOAM to enter and pays a weekly pool.
Matchmaking is by rating, not by gear, and there is no gear check — everything that determines how long you last down there is something you made.
Company raids#
Four to six delvers against whatever is living at the bottom of the shaft. Raids are slow, coordinated, and the only source of Gloam materials.
Raid roster and boss list — published when the first one is playable
The weekly pool#
A pool paid in $GLOAM, funded from the treasury half of the burn split. See Burn & Reward System.
Pool size and payout curve — set before the ladder opens
Why PvP is confined to one floor#
Because the rest of the game is about a clock, not about other people being your problem. If every floor were PvP, the correct play everywhere would be to travel light and never carry anything worth taking, and every one of the other loops would quietly die.
You can ignore it entirely
Nothing in the Gloam gates anything above it. If you never go below B13 you will be short exactly one material and one cosmetic tier, and you will not be behind on anything else.