Depth Spelunking is a co-op rogue-lite by Foxxive Studios. You are a Delver. Each run sends the elevator through procedural floors in the Void. Finish tasks, avoid entities and traps, and get back inside before the elevator leaves. The Roblox listing still calls the game a beta: bugs, unfinished content, and balance changes are expected.
Before the first elevator
Move with the usual keys. The controls that decide a floor are:
- E interacts, picks up items, uses tasks, and opens doors. Left click can do the same when the prompt allows it.
- Shift sprints and spends stamina.
- Ctrl or C crouches. Crouching is slower and quieter.
- F toggles the flashlight.
- Q or ~ opens the backpack, where you arrange starters, consumables, and the in-run settings.
- Q or Tab quits a task you are already in.
- Backspace drops the consumable you are holding.
- T opens statistics. The same panel sits at the bottom left beside stamina, battery, fear, and health.
- Alt uses shift lock.
- N toggles Night Vision Goggles, and only if that gamepass is owned. It tints the screen and spends battery.
You can bring 3 starter items and up to 15 consumables. Early on, the Lobby Shop to the right of the Terminal is the shop you can use. The Black Market waits until you have reached Floor 30.
What a floor asks you to do
A normal floor starts with a task quota. The current task rules are:
- The base quota is 2 tasks.
- Every 12th floor (12, 24, 36, and so on) adds 1 to that base.
- Each Delver alive at the intermission adds 1. A solo floor therefore includes that minimum of 1.
- The cap is 100 tasks, or 99 if Mechanics Tier 3 is active, which also subtracts 1 from the requirement.
- Malfunction, Echovore, and The Sin of Envy do not use this same scaling.
Each finished task restores 15% elevator power, which keeps the lights on longer, and pays a small amount of money. Code-paper tasks are limited to one per floor. After the quota is done you have 60 seconds to reboard. The timer is at the top of the screen.
How a run gets harder
Treat the descent in three bands. Floors 1–35 are the early game: fewer tasks and fewer entities, so save consumables. Floors 35–70 are the mid game: spend consumables when a dangerous entity shows up. Floors 70+ are the late game: entity counts get high, so play slowly and keep track of where things are.
Floor 1 has no entity budget. Floors 2–4 never have more than one entity. From there, a point budget decides the pack. Read the spawn guide before you try to push a deep record.
A first-run plan
- Do the cheapest safe tasks first: Wires, Calibrator, and Pipes cannot be failed. Leave a long task if you hear something close.
- Hold consumables until an entity is actually cutting you off. You lose everything you gathered if the expedition ends.
- On Floor 20–24 you will get Envy's coliseum once. Your items start snared. Plan for that floor instead of being surprised by it.
- If a floor looks unsurvivable, learn the skip rule from other Delvers in the lobby, but do not assume a skip is free. Maintenance floors are a separate, harsher task set.
- Cash out through a Break Room exit when you want the 1.5x money multiplier on everything that run earned. Leaving with the elevator does not apply that multiplier.
Death is not always the end of the expedition. The Recode on 26 July 2026 added Post Mortem: dead players can rejoin the same run as ghosts, with small ways to help or bother the living Delvers. Your starters and the money you were carrying still follow the normal run rules.
