Version 2.3.0 · Available now

Pick your Discipline.

The one-ultimate-per-hero model is retired. In its place, every hero gets three Disciplines — active abilities with their own upgrade trees that you equip, spec, and swap between runs. The battlefield around them has been rebuilt at the same time.

Fifteen Disciplines Three per hero, each a root active ability plus a small upgrade tree. Equip up to three at once.
Ultimates replaced Disciplines fill the hero ability slot now. Equipping is free and can change every run; spent points stay locked until a respec.
Trees you actually build Six passive nodes at five levels each, bought a point at a time, so the same Discipline can be built two ways.
Paragon-gated slots One equipped Discipline at Paragon 0, a second at 10, a third at 20.
Six discipline gems Ruby, Sapphire, Topaz, Emerald, Amethyst, and Diamond drop from kills and pace how fast you buy into a tree. Cut three of any colour into one of another.
A rebuilt battlefield Isometric levels, a new Light Radius stat, high-detail doodads instead of flat darkness, torches, and per-enemy death shaders.
The Disciplines screen showing Spellblade's Blink node tree, points spent, and the live cast stats for damage, area, cooldown, and a lightning resistance debuff
Spec it your way Allocate node levels on the left, read the resulting cast stats on the right, swap between a hero's three Disciplines along the bottom.
Bear Trap, Woodsworn discipline Blink, Spellblade discipline Death Mark, Nightreaver discipline Ground Slam, Bonebreaker discipline Divine Shield, Lightbearer discipline Track, Woodsworn discipline Spell Echo, Spellblade discipline Vanish, Nightreaver discipline Blood Rage, Bonebreaker discipline Consecration, Lightbearer discipline Shadowstep, Woodsworn discipline Elemental Exposure, Spellblade discipline Shadow Dash, Nightreaver discipline Charge, Bonebreaker discipline Holy Charge, Lightbearer discipline
Three Disciplines per hero Each column is one hero — Woodsworn, Spellblade, Nightreaver, Bonebreaker, Lightbearer — from Bear Trap to Holy Charge.
  • RubyPhysical, fire, direct damage
  • SapphireCold, cooldown, control timing
  • TopazLightning, speed, cast rhythm
  • EmeraldPoison, duration, entity count
  • AmethystCrowd control, utility, defense
  • DiamondKeystones and identity nodes
Gems set the pace Points decide what a build is. Gems decide how fast you get there. Read the full 2.3.0 notes.

Explore the game

A growing home for every system

The site now has detailed pages for heroes, equipment, levels, run rules, player guidance, and the full release history.

Run loop

Pick a path, survive the pressure, bring power home

Every run starts with a hero choice and ends with a stronger account: XP, gold, loot, Hunter's Trophies, and unlocks all feed the next attempt.

Tavern showing hero selection and progression
1

Prepare in the tavern

Choose a hero, inspect stats, track paragon growth, and commit to the next descent.

An isometric cursed run in progress with the eight-slot ability bar, equipped Disciplines, and floating damage numbers
2

Fight the cursed run

Clear waves, choose ability upgrades, handle modifiers, and defeat the boss before the run breaks into overtime.

Rite of Ascension screen with node requirements
3

Invest in permanent growth

Use gold, Hunter's Trophies, gear, and Ascension nodes to make every future attempt sharper.

Core systems

More than one good run

Veles is built around quick combat decisions and long-term account growth. The middle of the game is the interesting part: how your hero, abilities, gear, modifiers, and rewards start pulling in the same direction.

Abilities

Twenty-one active abilities shape each run

Starter abilities define each hero, while the shared active pool lets a run pivot into projectiles, bounces, orbiting damage, frost control, pure damage, piercing shots, or explosive magic.

Read ability rules
Extra Projectiles Arcane Power Martial Power Lifesteal Iron Skin Ward Shell Gold Drop Widened Blasts Magnetic Reach Fleet Footwork Vital Surge Quick Casting

Passives

Twelve passive upgrades tune the build underneath

Passive choices do not fire at enemies. They become in-run stat sources for projectiles, damage, lifesteal, armor, resistance, gold find, area, pickup range, movement, max life, and Faster Cast Rate.

See active and passive selection
A dense enemy pack under overlapping ability zones in the Crypt of Echoes, with large damage numbers

Boss runs

Win before overtime takes over

Each level run lasts 10 minutes before threat escalation begins. Boss kills pay out rewards; defeat sends you back with the lessons, gold, and XP you earned.

Inventory screen showing all eight equipment slots and the Epic rarity filter

Loot

Gear turns survival into strategy

Weapons, armor, helmets, rings, amulets, components, potions, reliquary keys, and Hunter's Trophies create the buildcraft layer between attempts.

Mortal Broken Damned

Difficulty

Cursed modifiers change the contract

Higher tiers add harsher enemy scaling and Damned conditions, but also create better reasons to chase stronger gear, Ascension nodes, and cleaner builds.

See difficulty details
Rite of Ascension progression board

Progression

Permanent power lives beyond the run

Paragon levels and the Rite of Ascension convert repeated attempts into account-wide growth, so even failed pushes can prepare the next breakthrough.

Heroes

Five distinct combat identities

Woodsworn, Spellblade, Nightreaver, Bonebreaker, and Lightbearer each bring a different starter ability, stat curve, Discipline set, and long-term progression profile.

Compare heroes
Woodsworn hero artwork Spellblade hero artwork
Fang of Veles, new in version 2.0.0 Soulrender Scythe, new in version 2.0.0 Dragonbone Cuirass, new in version 2.0.0 Oracle's Third Eye, new in version 2.0.0 Eye of the Storm, new in version 2.0.0 Heart of the Forest, new in version 2.0.0

Inventory

Builds are made between danger and reward

Equipment, potions, components, reliquary keys, and Hunter's Trophies all feed into the same survival equation: more damage, better defenses, stronger utility, and deeper progression.

Browse items

Levels

Each arena changes the shape of pressure

From The Forsaken Woods to the Crimson Rift, every level has its own enemy families, boss identity, arena scale, and mood.

View levels
Forsaken Woods level preview Crypt of Echoes level preview Crimson Rift level preview

Release progress

Play now on iOS, Android, and Steam

Veles: Rise of the Damned is officially live on the App Store, Google Play, and Steam.

Videos

See the game in action

Endgame setup showcase - dev playtest

Endgame dev testplay gameplay