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Diofru — Game Trailer
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Awaken from a lowly apprentice into one of nine elemental archmages and climb the tower. Every floor gives you a clock: kill the epic monster before it hits zero, or the ceiling starts coming down while you fight. Reroll and banish your level-ups.

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About Diofru: Survivors of the Tower

Apprentice to Archmage. Beat the clock, or climb through the rubble.

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Level 5. The apprentice picks an element — and the sky answers.

AWAKEN INTO POWER

Nine elements. Nine archmages. One apprentice's climb. Fire, ice, storm, tide, stone, poison, light, shadow, death — you choose one at level five, and it rewrites what you cast for the rest of the run.

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THE TOWER IS COLLAPSING

Every floor: one epic monster, one clock. Let it hit zero and the arena's rim splits crimson — then the ceiling comes down while you're still fighting. Kill it fast, or finish the job in the rubble. And the dark itself has an appetite. Linger outside the light and your spells get sealed — step back into the light to break it.

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NEVER BETRAYED BY RNG

Don't like the draw? Reroll. Never want to see that card again? Banish it — gone from the run for good. The tower is hard. The dice aren't.

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THE TOWER IS NOT JUST STAIRS

Between floors you pick your next door, and each one rewrites the floor behind it. One of them is a room full of pots and a twenty-second fuse.

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The tower hides chests. Some of them hide teeth.

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THE ROAD TO THE SUMMIT

Diofru launches in Early Access and grows upward from there.

Early Access — the climb begins in the lower tower. More zones and more schools deepened, update by update. We are not putting a floor count or a date on it, and we would rather say that plainly than promise something we have to take back.
1.0 — the finished climb, all the way to the summit.

UNDER THE HOOD

4 weapon slots + a transformation-only signature slot + 6 passive slots. Two active spells equipped at a time.
27 weapons with 22 evolutions, 27 passives, 35 active spells, 19 relics — all gated by the element you awakened into.
Evolution is manual: take the pair to the forge and decide.
Three doors between every floor. Each one rewrites what waits on the other side.
Light and dark are resources. Stand in the dark too long and your magic gets sealed.
Die and the run ends. Soulstones carry over into permanent upgrades.

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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