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The Old Below

The Old Below

Something vast and ancient sleeps beneath the ruins of a buried world. It doesn't know you're coming. It doesn't need to.

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A World Torn in Two

There was an age when evil owned the world. Not a single tyrant, and not a passing war, but a slow and total dominion — the dark seeping into the soil, the stone, and the blood of the living until the whole of the land answered to it. To those who endured it, there seemed to be no end, and no escape.

So one archmage attempted the impossible. In a single world-breaking working — now known as the Raising — he tore the living skin of the world upward, lifting the land and the goodly folk upon it into the open sky, and leaving the evil and everything it had corrupted in the dark below. Where there had been one world, now there were two: a new realm above, and the old one buried beneath it.

The Raising is still recent, and its wounds are raw. Those carried upward found their new world broken and all but empty, and they are struggling even now to rebuild it from almost nothing — raising the first homes, and then the first towns, from bare and broken ground. But the spell was not perfect. In its chaos, not everyone rose. Countless people were left behind — not wicked, merely unlucky, or not quite pure enough for the magic to claim them. They are alive still, trapped in the world below and scattered among the things that mean them harm.

And the old world endures with them. Its streets, its vaults, and its temples remain almost exactly as they stood on the day the sky was torn away — intact, lightless, and crawling with the evil that was sentenced to stay. Already the world above has begun to look down, and to send its bold and its desperate into that dark — to bring its lost people home, to reclaim what the old world swallowed, and to test themselves against the worst place that has ever been. They call it by the plainest name there is, for it is the old world, and it lies below.

The Old Below.

"The Old Below remembers everyone who enters.
Not all of them come back. None of them come back unchanged."

Why Descend Into the Dark?

Every delver who climbs down into the Old Below is chasing one of three things

Rescue the Forsaken

Not everyone left behind is lost. Survivors still cling to life in the dark, and some can be brought home — if you can reach them in time. A few may even change your fledgling town forever.

Reclaim the Lost

The old world swallowed everything: gold and heirlooms, forbidden knowledge, and relics of a power the world above can no longer make. It all waits still, in the vaults and the rubble, for someone bold enough to carry it back up.

Prove Your Mettle

Some descend for the only reward that cannot be spent: to walk into the worst place that has ever existed, face what was sentenced to remain there, and climb back into the light to tell of it.

What Makes It Different

Planned features for launch and beyond

Tactical Grid Combat

Every encounter plays out on a unique grid shaped by the dungeon itself — tight corridors that punish recklessness, wide chambers that reward careful positioning. Flanking, backstabs, friendly-fire risks in narrow passages, and line-of-sight that actually means something.

Meaningful Permadeath

Death has weight here. Characters who fall in combat carry the scars — physical and emotional. Accumulate too many, and permadeath looms on the horizon. Retire your characters gracefully, or push your luck until the dungeon takes them. Every choice matters.

The Mercenary System

Your party isn't just a roster — it's a living economy. Hire mercs on fixed rates or revenue share. Deny a merc their demanded loot and they might walk out mid-dungeon. High-trust veterans get discounts. Relationships evolve, and loyalty is earned.

A World That Breathes

A hidden clock tracks your progress. NPCs age and are replaced by family members. The town you build over dozens of runs looks nothing like anyone else's. The dungeons scattered across the world map hold secrets that only careful explorers will ever find.

Bloodline Legacy

When your hero is gone, the story doesn't end — it transforms. Retire veterans to pass traits to the next generation. Merge bloodlines to create unique new characters who inherit a mix of their ancestors' strengths. Your lineage is your living history.

Dynamic Portraits

Every scar changes your character's portrait. Every emotional bond shifts their expression. Your characters look like the survivors they are, not like stock art. This is one of our most ambitious systems, and we're treating it like the signature feature it is.

The Districts Below

The old world's districts remain below, preserved as they were the day the sky was torn away — each one tells a different story, and plays a different way

Residential District

The Sunken Warrens

Maze-like corridors, cramped rooms, improvised traps. Former residents turned hostile. Rescue missions for survivors who may become invaluable to your town — or not. High-volume loot. Tight, tense, unforgiving.

Commerce District

The Merchant Quarter

Wide corridors, vault rooms, locked doors protecting wealth that no longer has an owner. Constructs and animated guardians still patrol their ancient posts. Sophisticated traps. Mid-to-high value loot. An underground economy still operating in the dark.

Religious & Civic District

The Temple District

High ceilings, mosaic floors, altars that still hum with something ancient and wrong. Undead clergy on eternal patrol. Holy and anti-holy ground that changes the rules of engagement. The deepest lore lives here.

The Noble Quarter comes later. The deeper you go, the worse it gets.

Co-op Is Coming

We've architected The Old Below from day one to support multiplayer. Post-launch, players will be able to meet at dungeon entrances — each bringing their own uniquely evolved town, their own bloodlines, their own hard-won mercs. Two delving parties, one dungeon, one shared risk.

The feature ships when it's ready. Not a day before.

Our Promise to Players

The Old Below will always be built on these principles

100% Offline Core

No internet required to play. Your save, your progress, your dungeon runs — all fully local. When you want to play, you play.

Free to Play. No Nonsense.

The Old Below is free. The only things you can ever buy are cosmetic: portrait styles and visual flourishes that look incredible without changing a single number.

Cosmetic IAP Only

The best-looking items in the game must also be earnable in-game. Period. We will never gate a mechanical advantage behind a purchase.

Multiplayer — On The Roadmap

Co-op is coming post-launch. We've already built the architecture to support it. Players will meet at dungeon entrances, bringing their own uniquely evolved towns and lineages. The design is ready; the netcode ships when it's right.

Be Part of What's Coming

The Old Below is deep in active development. Follow our progress, share your ideas, and if you believe in what we're building — consider supporting us. Your name will live in every game we ship.