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A 3D dungeon crawler in a dark fantasy setting.
Needs Adult (18+) band โ set in Account โ Settings before you press Play.
Only the modes open to your age band are offered when you play (Kid alone unless you're Teen or Adult; adults see all three) โ and play auto-starts in the best one for you.
Multiplayer: Spire Siege โ party races with a live feed. Sign in, then quick-match or share a party lobby code.
Play multiplayerA hand-crafted HTML5 experience. The original game runtime is preserved intact.
๐ช 1 coin per load (exact fresh bytes, 1 MiB = full fee) ยท 1 coin/hr billed per second (0.0278 centicentcoins/s) ยท 100 coins = $1.00
๐ค No AI compute โ play metering only
This game runs fully in your browser with no metered AI. Coin metering covers play sessions only (100 coins = $1.00, 25% platform cut included). See your usage โ
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GraveGain3DA drops you into a dark fantasy dungeon complex rendered in full Three.js 3D with emoji billboard monsters, real time lighting, and procedural floors that never repeat. You pick a race and class, then fight through a ten mission campaign with ten distinct bosses. Between delves you return to the LuckyStarShip hub to trade gold, repair modules, and harvest offline crops that kept growing while you fought. Voxel gore, twenty weapon models, and twelve enemy variants keep each floor tactile, while kid, teen, and adult bands tune the intensity without changing the layout.
This is the GraveGain for action RPG players who want aiming, footwork, and timing in three dimensions. Movement is WASD with mouse look, left click for melee with a hold to charge option, right click to block or fire a projectile, plus sprint lunges, potions, and building interiors to enter. Early floors teach one threat at a time, then elites, ranged packs, and boss arenas demand potion discipline and hub upgrades. Replay comes from race and class builds, procedural layouts, weapon drops, and the choice between pushing the campaign or farming gold for the next module repair.
Compared to GraveGain2DA, which plays as a fast top down dungeon run with dialogue and temporal modes, GraveGain3DA is slower, spatial, and deliberate: corners, sight lines, and pointer lock aim matter. Compared to GraveGain1DA: The Ley-Line March, which marches east on a single line with no jumping, this is the opposite extreme with full verticality and exploration. Per session, clear one floor, bank gold at the hub, replant crops, and repair before descending. Drink potions near half health, open packs with a charged swing, and save your class burst for elites.
GraveGain3DA is the full 3D branch: Three.js dungeons, mouse look with pointer lock, jump, and building interiors, built around a ten mission campaign and the LuckyStarShip hub. GraveGain2DA stays top down and fast, while GraveGain1DA compresses everything to a single eastbound line. If you want spatial combat, charged melee, blocking, and loot loops, start here.
Run one dungeon floor, collect gold and weapon drops, then return to the hub before pushing deeper. Sell, repair modules, harvest crops, and buy the upgrade that fixes your last death, usually survivability or a stronger melee option. Reenter fresh rather than chaining floors at low health, because bosses punish potion shortages and broken modules more than weak aim does.
Yes, if you start on the early campaign missions and use the hub generously. The first floors introduce melee timing, blocking, and potion use without swarm pressure, and kid or teen bands soften the gore while you learn. Use lock style mouse aim in short sweeps, keep healing near half health, and treat each death as a build signal: upgrade, swap weapons, and retry.
Source: /games/html/gravegain3dA/ ยท Runtime: /games/gravegain3dA/index.html
Storage: localStorage (game-owned) ยท Audio: preserved ยท Cleanup: iframe teardown, event listener cleanup, worker termination where applicable
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