What this is
STRATA is an idle RPG. You dig by tapping, your crew keeps digging while you are away, and everything you haul up becomes gear, buildings and depth.
Around that sits a walkable map of the region of Marren, a Little-Alchemy-style crafting system, twelve dungeons with bosses, and a story that writes itself page by page as you go down.
There is no losing. A lost fight costs you nothing but the walk back. Nothing breaks, nothing is confiscated, no clock runs against you.
Your first ten minutes
- Make your delver. Name, build, skin, hair and coat colour, height. Purely cosmetic — none of it touches your stats. The name cannot be changed later.
- Tap the shaft. Every tap digs. Depth is the big number up top; below it is the stratum you are currently standing in.
- Tap fast. Taps less than 1.5 seconds apart build momentum — up to ×1.9 on your digging. Pause for two seconds and it is gone.
- Build a Flint Edge. The coach hands you three Flint: Craft tab, one Flint in each of three bench slots, Craft. Your first weapon.
- Equip it. Delver tab → tap the weapon slot → Wear.
- Hire your first digger. Dig tab, under Tools & Crew. From now on someone digs for you, even when you are not there.
That is the machine running. Everything after this is expansion.
The six tabs
| Tab | What happens there |
|---|---|
| Dig | The shaft. Dig, buy tools and crew, watch the depth. |
| Map | Marren. Regions, locations, dungeons, moving camp. |
| Craft | The Assay Bench, your inventory, the recipe ledger. |
| Camp | Buildings and the museum of your finds. |
| Delver | Your figure, equipment slots, Deeds, saving. |
| Tablets | The journal, the tablet puzzles, the story. |
Digging, and how it actually works
Depth and hardness
Every dig produces work. How many metres that becomes is decided by the hardness of the current stratum — and hardness climbs with depth considerably faster than your yield does. That is exactly why you need tools, a crew, and eventually the Reseal.
A tap also carries about 0.8 seconds of crew work with it, so digging by hand is always clearly faster than watching.
Sediment
Sediment is the currency. It comes from every dig, from finds, from fights and from commissions. It pays for tools, traders, the smith, blessings and the watch.
The small rewards
| Event | Effect |
|---|---|
| Rich seam under the blade | Roughly every 30th tap strikes a seam and counts as 16 taps. Golden number, unmistakable. |
| A rich seam! | Rare — then 20 seconds of double takings. |
| A parcel of sediment every 50 metres; every fourth also brings raw material. | |
| First spade of the day | The first tap you make by hand each day pays extra. |
Idle work
The Idle work readout is everything digging for you: hired diggers, Clay Huts in the camp, golem companions, gear carrying a work value. It starts at zero until you hire or build. The crew digs at a deliberately stately pace: the hand leads, the crew holds the line.
Tools & crew
Every purchase makes the next one dearer.
| Item | Effect |
|---|---|
| Sharpened spade | +1 base yield per dig |
| Storm lantern | +30 % dig work, better find chance |
| Hired digger | +0.5/s idle work |
| Steam winch | Idle work +60 % each |
| Borehole drill | All dig work +70 % each |
| Gantry crane | All yields +70 % each |
Events
Timed events run at random and show as a banner above the shaft: a rich vein (yields ×3), soft ground (double speed), rockfall (work halved), a strange hum from below (find chance ×5), water seeping in (yields down to 40 %).
What you haul up
Resources turn up constantly alongside the digging — Clay Lump, Flint, Granite, Bone Shard, Iron Chunk, Spring Water, Whisper Dust, Silver Nugget, down to Meteor Iron and Diamond. Some exist only in certain regions: Peat and Bog Iron in the Fen, Echo Quartz in the Ribs, Sea Glass in the Saltmark, Grave Wax in the Parish, Lava Stone in the Caldera, Everice in the Frostcut.
The more of a resource you already hold, the rarer it drops — the ground tends to give you what you are short of.
Finds are the museum pieces: Old Coinage, Bog Amber, Garnet, Milk Tooth Tin, Whisper Opal, Grave Jet, all the way to A Compass, Pointing Down. Every find pays sediment and goes into the museum.
For a find of mystic rarity or better, all you get at first is "Something glints in the spoil…". You then have to keep tapping to free it: 10 taps for mystic, 14 for epic, 20 for legendary.
The rarity tiers are colour-coded the same way everywhere: common · rare · mystic · epic · legendary.
The Assay Bench
Put two to four things on the bench, then Craft. Recipes are written down nowhere — you find them by trying. The bench is honest about how close you are:
| The bench says | Which means |
|---|---|
| The bench glows a little — one thing is missing… | You are short exactly one ingredient. |
| The bench stirs. It wants a bit more. | You are short two. |
| Something wants to happen here… | A new recipe. Press Craft. |
| …and declines. | This combination goes nowhere. |
Discovered recipes land in the Ledger below your inventory. Craftmaster Odd on the map gives you a hint towards a recipe you do not know yet, every time you visit.
Three starter chains
3× Flint → Flint Edge your first weapon 3× Iron Chunk → Iron Block Iron Block + Flint Edge → Iron Pick 2× Clay Lump + Bone Shard → Idol Idol + 2× Silver Nugget → Warded Idol ring with a healing strike Bog Amber + Flint → Amber-Locked DNA DNA + Old Machine Core → Something Alive Something Alive + Iron Bl.→ Golem digs and fights for you
Underneath all that sits a large alchemy layer: Flint and Flint make Ember, Clay and Water make Mud, Granite and Water make Sand, Sand and Ember make Glass — and onward through tools, bone, wood, salt, ice and fire.
Batches and wear
If a resource sits on the bench in multiples, it crafts in batches — the bench shows ×3, ×5 and produces that many results.
Hammer, axe, saw, chisel, needle, still, stove and boat last between 12 and 30 uses, then break. That is normal — build another. Some recipes do not consume the tool at all; the bench notes "not consumed" when that is the case.
Gear and elements
Seven slots: weapon · helmet · shirt · charm · ring · boots · companion. The values on them are power (damage), def (damage reduction), crit, luck (find chance), speed (dig pace and dodging) and work (idle work).
Infusing at the bench
Put one piece of gear and two of the same raw resource on the bench:
- Raw improvement — Bone, Iron, Flint, Clay, Silver, Granite, Night, Star-forged. Up to three times per piece; the name stays as it is.
- Element enchant — Ember, Blood, Holy Water, Thunderstone, Spring Water, Bottled Gale, Fertile, Everice. Exactly once per piece, ever. The piece takes a new name, a visible aura and a power in combat.
If an infused piece is later used as an ingredient itself, the infusions are gone. The bench warns you first.
The eight elements
The wheel: fire melts ice, ice stills water, water drowns fire and softens earth, earth grounds thunder, thunder splits air and strikes water, air wears down earth. Halo and blood are an old feud and cut each other deep.
The more pieces carrying the same element, the stronger the effect — and if every slot carries the same element, it counts double.
Two pieces into one
If you hold the same piece of gear twice, you can feed the duplicate to the original: +12 % to all its values the first time, less each time after, capped at +120 %. On companions this reads as Level; on everything else as +1, +2, +3.
The smith and the wizard
The Gallery Forge in the Ribs hones your edge: +1 power on every weapon you carry, permanently. The first honing costs 500 sediment, each further one double the last, twelve at most.
The Fen Wizard unpicks a piece for 800 sediment. Enchants and improvements fall away, the piece remains — and afterwards takes new words as if the first had never been said.
Fighting
Fights arrive three ways: breaches (something comes up through the floor while you dig), dungeons (voluntary, on the map), and the bosses at the end of a dungeon's waves.
Your numbers
| Value | How it is worked out |
|---|---|
| Power | level × 2 + gear power + hones |
| Max HP | 40 + level × 12 + def × 4 + 10 per serum |
| Crit | 5 % + gear + 2 % per Flint Workshop |
| Dodge | speed ÷ 3 + 6 per air piece · max 60 % |
| Defense | −1 % damage per point · max 50 % |
Attacks
| Attack | Cooldown | Damage | Requires |
|---|---|---|---|
| Strike | 0.8 s | ×1 | always |
| Overhead | 3 s | ×2.2 | delver level 3 |
| Fang Bite | 4 s | ×3 | Fang Pick or Fossil Fang |
| Held Note | 5 s | ×3, always crits | Humming Pick |
| Golem Slam | 6 s | ×4.5 | a golem companion |
| Ward Pulse | 8 s | ×1 + 25 % heal | Warded Idol on the ring |
Higher levels shorten every cooldown.
Auto-fight
On by default. The delver fights on its own, favours the strongest attack available, and reaches for the Ward Pulse below 50 % health. The Watchtower in camp gives auto-attacks +25 % damage per level. That is what keeps you alive while you are not looking.
Losing, and loot
"You retreat, bleeding but wiser." You lose nothing. Improve your gear, come back.
Every win gives XP and sediment. Foes drop their signature gear — bosses always, as long as you do not already own it. Dungeon bosses additionally carry unique loot found nowhere else.
The map: Marren
Drag to pan, pinch or use the wheel to zoom. The map holds regions, locations and dungeons.
Unlocking regions
A region opens as soon as your deepest shaft reaches the mark — whichever shaft that is.
| Region | From | Character |
|---|---|---|
| The Old Field | start | Shallow, artifact-rich farmland |
| Greywater Fen | 600 m | The clay preserves things it should not |
| The Ribs | 1,700 m | Hard rock, deep ore, old galleries below |
| Saltmark | 3,600 m | A coastal pit above a fossil sea |
| The Sunken Parish | 6,800 m | An entire village, buried standing |
| Emberfall Caldera | 10,500 m | They burned, and then they buried |
| The Frostcut | 14,000 m | The ice is perfectly clear in places. It is not empty |
| Hollowreach | — | Only through the tablet puzzle |
Every region has its own strata, its own resources and its own foes.
Moving camp
- Depth, tools, crew and buildings belong to each camp separately. A new camp starts at 0 m.
- The old camp keeps digging. The crew you leave behind works in the background and sends sediment and depth up — offline too.
- Gear, recipes, museum, level and Deeds are global and travel with you.
Several shafts running at once is the real idle engine of the game.
The locations
| Location | Region | What it offers |
|---|---|---|
| Wandering Merchant | Old Field | Stock changes daily, limited quantities. He moves on at midnight |
| Craftmaster Odd | Old Field | A hint towards an unknown recipe, every visit |
| Notice Board | Old Field | A daily writ and a weekly standing order paying more, plus stardust |
| The Night Watch | Old Field | Sign on for a 2, 4 or 8 hour watch, collect the pay later. Pay scales with your deepest workings; the clock runs with the game closed |
| The Fen Wizard | Fen | Unpicks gear for 800 |
| The Wisp Lights | Fen | Follow the lights once a day |
| Gallery Forge | Ribs | Hone your weapon |
| Salt Trader | Saltmark | Fixed stock: Coconut, Iron Chunk, Gunpowder, DNA, Old Machine Core |
| Tidepool Oracle | Saltmark | Ask about tomorrow once a day |
| The Leaning Bell | Parish | Ring once a day: +25 % find chance for a quarter of an hour |
| The Lych Gate | Parish | Leave 400 sediment on the coffin stone and pass under: +15 % find chance — and sometimes the gate leaves something in your pocket |
| Hermit of the Ash | Caldera | Sifts Ash into better things. The better the thing, the more ash it wants |
| The Frozen Door | Frostcut | Knock once. No more will be said |
The daily round
Taking everything means, each day: ring the bell, ask the oracle, follow the wisps, pass the lych gate, hand in the writ, sign the watch or collect its pay. On top of that come the daily shift the first time you open the game each day (sediment scaled by your streak up to seven days, plus a Hardtack) and the Tally, a second daily payment that grows with the streak — with a Nightiron Shard on top after seven days.
Dungeons
Twelve of them, scattered across every region. Each is a wave of foes, the last of them often a boss. Before descending you see the number of foes, the tier, and your own power — compare the two.
| Dungeon | Region | Tier |
|---|---|---|
| The Root Cellar | Old Field | 60 |
| The Barrow Row | Old Field | 150 |
| The Stilt Town | Fen | 400 |
| The Pine Hollow | Ribs | 800 |
| The Weir Below | Ribs | 1,100 |
| The Brine Hall | Saltmark | 1,600 |
| The Sunken Nave | Parish | 2,000 |
| The Cinder Choir | Caldera | 3,200 |
| Wreck of the Lidsman | Caldera | 3,800 |
| The Clear Ice | Frostcut | 4,400 |
| Gallery Nine | Ribs | 1,200 · sealed |
| The Bell Foundry | Parish | 2,600 · sealed |
Dungeons go deeper when you clear them. Every run opens the next floor: more foes, tier ×1.6. The first run gives the unique boss loot; deeper floors pay in rare matter — nightshard, stardust, and meteorite from floor IV — and in dungeon-only ingredients that drop nowhere else.
The camp
You build with what you haul up. Every level costs double the last.
| Building | Max | Effect per level |
|---|---|---|
| Clay Hut | 5 | +0.6/s idle work |
| Clay Kiln | 3 | +12 % yields |
| Storehouse | 3 | +15 % resource drops and better sale prices |
| Flint Workshop | 3 | +2 % crit |
| Bone Palisade | 3 | +2 defense |
| Whisper Shrine | 3 | +10 % find chance |
| Deep Well | 2 | +4 % dig work |
| Watchtower | 2 | +25 % auto-fight damage |
Buildings belong to the camp they stand in, and are reset by the Reseal.
The museum
Every find is kept here — and can still be used at the bench. Four sets give permanent bonuses once complete.
| Set | Pieces | Bonus |
|---|---|---|
| The Child's Grave | Grave Whistle, Clay Doll, Milk Tooth Tin, One Shoe | +6 % find luck |
| The Foreman's Desk | Foreman's Stamp, Miner's Tag, Keeper's Lens, Compass | +6 % all work |
| The Parish Shelf | Hymn Sheet, Old Coinage, Household Silver, Grave Jet | +6 % yields |
| The Old Vanity | Bog Amber, Garnet, Whisper Opal, Plumb Line | +6 % crit |
Journal and tablets
Chapters of the Delver's Journal write themselves as you reach certain points. Read them in order — the island is one sentence, spoken slowly.
The Frame
While digging you turn up tablet fragments at particular depths. In the Tablets tab they sit as a loose pile beneath an empty frame: tap one, then tap its place in the frame. The cut edges fit only one place. Set it wrong and the cell shudders, nothing more — guessing costs you nothing.
Four tablets, 21 fragments. Each completed tablet gives, permanently:
| Tablet | Bonus |
|---|---|
| I — The First Record | +25 % find chance |
| II — The Wage Book | +25 % yields |
| III — The Sealers' Course | +25 % idle work |
| IV — The Breathing Floor | +25 % delver power |
Plus an artifact each for the museum. And when all 21 are placed, something opens.
There are three frames in total. The second appears once the first is complete, and its fragments surface during ordinary digging. The third is sent up to you by your background shafts — which means you must have moved camp and left old shafts crewed.
The Reseal
At 6,000 metres you reach The Vess: the floor of everything. The floor breathes. From there the Dig tab shows the Reseal the Shaft button — pressed twice, as a safeguard.
| Reset | Kept |
|---|---|
| Depth, sediment, tools, crew and every building — in every camp | Museum, gear, recipes, tablets, journal, unlocked regions, Deeds, level, hones |
+25 % to all yields and all work, forever, stacking with every further reseal (Echo I, Echo II, …). The second run is dramatically faster than the first. That is the whole point.
Offline, saving, devices
- The game saves itself on your device, continuously.
- Offline progress: your crew keeps digging while the game is closed — in the active camp and in every background shaft. Up to 8 hours are credited, or 24 hours with the Charter. You are shown what came in when you return.
- The Ledger (free): open an account and your save follows your account code to any device and backs itself up. Sync now writes immediately; Restore from ledger pulls the stored copy and overwrites this device's save with it.
- Without an account: export your save as a code in the Delver tab and import it on the other device. Exporting resets the device you left — the code is the save.
The Charter
Every Charter comfort is currently free — you are here before the gates opened, and the game counts that in your favour. One tap on Claim free is all it takes.
| Item | What it does |
|---|---|
| The Charter | Offline cap raised to 24 h, the Reseal Assistant, a golden seal |
| The Wardrobe | Four delver guises: the Bellringer, the Mistwalker, the Plague Doctor, the Unpicked. Purely cosmetic |
| The Relief Shift | A second complete soundtrack, switched from the note button up top |
| The Under-Clerk | Does your entire daily round in one tap, plus six crests |
| The Almanac | Today's rounds as a checklist, your watch timer, and tomorrow in advance: where the cart will stand and what the notice board will ask for |
The principle behind all of it: power is never sold, only comfort and finery.
Deeds as a to-do list
Twenty Deeds, from the first cut at 15 m to Bone-Deep at 1,200 m. Each pays out immediately — sediment, XP or material. They double as your progress list: when you do not know what to do next, read the Deeds.
When you are stuck
| Problem | Answer |
|---|---|
| The metres have slowed to nothing | Tap faster, buy the drill, raise idle work — or you are ready for the Reseal |
| Short on sediment | The daily writ and standing order at the notice board, sign a watch, sell duplicate resources |
| A boss is too hard | Hone your weapon, fuse duplicates, pick an element that beats it, build the Bone Palisade and Watchtower |
| No new recipes | Visit Craftmaster Odd — and chase every combination the bench answers with "one thing is missing" |
| A find disappeared | It did not: from mystic upward you have to keep tapping to free it |
| Nothing new on the map | Dig deeper — regions open on your deepest dig, not your current one |
| Progress feels flat | Move camp and leave the old shaft crewed. Two shafts are worth more than twice one |
Seven rules that save hours
- Momentum is very nearly a doubling. If you are watching anyway, tap in rhythm.
- Never leave a shaft uncrewed. A camp without a crew does not keep digging.
- Sell nothing you have not yet built with. Almost everything is an ingredient somewhere.
- Commit to one element. Seven slots in the same element count double — the largest single jump in combat in the whole game.
- The daily round is cheap. The bell and the lych gate together are +40 % find chance for 400 sediment and two taps.
- Place fragments the moment you find them. Four tablets together are +25 % to finds, yields, idle work and power. Nothing else gives so much for so little.
- Do not put off the first Reseal. +25 % to everything is forever; the depth comes back in a fraction of the time.
And when you reach the bottom
It is not a cavern under Marren.
So dig, whoever you are. Dig kindly, dig in rhythm, and do not stop.