
Your party fights on its own. You decide who is in it and what they carry — and that decision is the whole game. 12 heroes, 9 keywords that chain into gold-starred combos, 100 dungeons, and an upgrade ladder that can shatter your best item. Buy once. No ads, no gacha, no energy.
There is no attack button in Quartermark, and that is the point. Your four heroes fight without you. What you control is the only thing that decides whether they win: who stands in the party, what they are wearing, and which skill you feed.
Set up. Watch. Adjust. Then watch a build you assembled take a floor it could not touch an hour ago.
Every hero has four skills and they always mean the same thing, so a new hero is never a new rulebook:
Nine keywords — Poison, Bleed, Burn, Freeze, Weaken, Shield, Fury, Thorns and Ward — are shared between heroes and items. A hero and a weapon that share one are worth more together than either is apart.
Certain heroes empower each other. Put the right two side by side and their skills grow — and the moment it fires, the screen goes gold. Building for the stars is the deepest thing you can do.
Gear drops from bosses and nowhere else. Then you gamble it: every +1 multiplies every stat on the item, and every attempt can destroy it outright. The odds are printed before you commit.
A +10 is worth more than twice a +0. That, and nothing else, is why anyone risks one.
Prestige wipes the floors and your hero levels. It does not touch your gear, your souls, or the heroes you bought. You come back with a permanent tree that compounds.
The point was never to get back where you were. It is to get past it.
Hit a wall three times and the game opens the file on it: what killed you, what it did to you, who fell first, and exactly which keywords were running on both sides.
It never tells you the answer. Finding that is the game.
You buy it once. Everything in it is reachable by playing.
And your party keeps fighting while the game is closed — come back to gold you never watched being earned.