SUNDER
Die, learn, descend.
The dungeon remembers.
A fast, vicious roguelike where every death rewrites the descent. The dungeon studies the way you fight — then builds itself to break the habit. Land the perfect parry. Chain a 240-hit combo. Lose it all. Go again sharper.
See it move.
1440p · uncut combat
A dungeon that fights back.
The Vault beneath Cinderhold has no bottom that anyone has come back to describe. It is not a place so much as an appetite — twelve shifting strata of bone-iron corridors, collapsed shrines, and arenas slick with the runs that ended there. You go down because the thing at the bottom took something, and going down is the only direction the Vault permits.
Sunder is built on one cruel, generous idea: the dungeon learns you. Lean on a single weapon and its rooms start spawning the enemies that punish it. Dodge instead of parry and the floor fills with foes you can only out-time. Death is not a reset — it is a lesson the Vault files away, and the next descent is a counter-argument to the run that just killed you.
Every weapon you find stays found. Every boss you fell to becomes a door you can now walk through. You will lose a hundred runs. Each one makes the hundred-and-first faster, meaner, and entirely yours.
240+ weapon combinations
Pair any of 28 core arms with rune-mods that rewrite how they swing. Build a frost-greatsword that detonates on the third hit, or a throwing-knife loop that never lets a boss breathe.
A dungeon that adapts
The Vault profiles your last six runs and reshapes spawns, hazards, and room layouts to attack the habit you lean on hardest. No two descents read the same.
38 boss encounters
Each stratum is sealed by hand-authored bosses with multi-phase movesets — the Ash Choir, the Warden of Locks, the bottom-floor thing nobody names. Beat one and it becomes a shortcut, forever.
Permadeath, permanent progress
Runs end clean — no take-backs. But unlocked weapons, opened shortcuts, and codex lore all carry over. You never lose ground; you only ever sharpen.
Twelve strata of the Vault.
no bullshots, no touch-ups
Built for the run after the run after this one.
Frame-tight melee
Cancel windows, directional parries, and an air-dash that resets on a clean hit. Every weapon has its own rhythm to internalise.
Rune-mod synergies
Stack four rune slots into broken, beautiful builds. A curated build-encyclopedia in-game tracks every combination you discover.
Daily Descent
One seed, one shot, global leaderboard. A fresh Vault layout every day at 00:00 UTC — and a ghost replay of the world's best run.
A codex worth reading
317 lore entries unlock as you descend — environmental storytelling that never once stops you to deliver a cutscene.
Generous assists
Granular sliders for enemy speed, damage taken, parry windows, and aim assist — tune the challenge without ever turning it off.
An adaptive score
A 41-track industrial-doom soundtrack that layers in with your combo counter and drops out the instant you whiff. Composed by Reya Vance.
The descent is better with company.
Trade builds, compare Daily Descent ghosts, and argue about the bottom floor with a community that has been theory-crafting Sunder since the first beta.
copies sold in the first seven days — a 9-person studio's debut commercial title.
members in the community server
user reviews · 96% positive
It gets its hooks in fast.
"The year's most satisfying combat — Sunder turns dying into the best part of the game."
"It gets its hooks in fast and does not let go. The adaptive dungeon is the real deal."
"A debut with the confidence of a tenth game. Ironside have made something genuinely cruel and genuinely kind."
"The rare roguelike where the run that kills you teaches you exactly how to win the next one."
"Hades fans, Dead Cells lifers — clear your week. The Daily Descent alone has eaten ours."
"Brutal in the way you want it to be — fair, fast, and ferociously well-tuned. A debut to watch."
2026
Best Debut Indie
Finalist
Nine people. One basement. Montréal.
Ironside Interactive is nine people in a converted Mile End loft who spent six years making game-jam prototypes that nobody asked for. Sunder is the one they couldn't stop making — a 48-hour jam build from 2020 that quietly refused to die.
It is their first commercial release. Everything in it — the adaptive Vault, the 41-track score, all 38 bosses — was built by a team small enough to fit around one long table, who playtested every boss against each other until somebody cried, and then shipped it anyway.
Ludum Dare 46 — ranked 4th overall.
GMTK Jam 2021 — top 1% in design.
7DRL 2022 — the Sunder prototype.
Will it run.
also on PS5 & Xbox Series X|S
Minimum
1080p · 30 fps- OS
- Windows 10 64-bit (build 19045)
- Processor
- Intel Core i5-6600 / AMD Ryzen 3 1300X
- Memory
- 8 GB RAM
- Graphics
- NVIDIA GTX 1050 Ti 4 GB / AMD RX 570
- DirectX
- Version 11
- Storage
- 6.4 GB available · HDD acceptable
Recommended
1440p · 120 fps- OS
- Windows 11 64-bit (build 22631)
- Processor
- Intel Core i7-10700K / AMD Ryzen 5 5600X
- Memory
- 16 GB RAM
- Graphics
- NVIDIA RTX 3060 8 GB / AMD RX 6700 XT
- DirectX
- Version 12
- Storage
- 6.4 GB available · SSD required
Console — runs at a locked 60 fps in Performance mode on PS5 and Xbox Series X, 30 fps on Series S. Steam Deck verified · ~3h40m battery at the 40W profile. DualSense haptics and adaptive triggers fully supported.
The Vault is open.
Go down.
$24.99 on Steam, PlayStation 5, and Xbox Series X|S. No season pass, no microtransactions — the whole descent, one price.
No spam. Roughly one mail per content drop. Unsubscribe any time.