Active Trial — the tap dungeon

The Active Trial is the game’s deliberately separate play mode for when you want to play with your thumbs, not your feet. It lives behind the dungeon gate in the town and gives one thing only: a small, capped bonus to your walking damage.

Trial Gearling.

Trial Gearling

depths 1, 4, 7, …

Trial Warden.

Trial Warden

depths 2, 5, 8, …

Trial Forge Beast.

Trial Forge Beast

depths 3, 6, 9, …

Rules

RuleValue
AttacksOne intentional tap = one trial hit. Animation is feedback only and can never deal an extra hit.
Tap damageFixed 1, overkill wasted. It never scales with main-game progress, so the trial can never become a progress accelerator.
Enemy healthDepth 1: 10 HP; each further depth +5 — depth 5: 30 HP, depth 25: 130 HP.
ProgressionEach defeated trial enemy advances to a harder depth. Depth, enemy health and clears persist forever — offline, after process death, across sync restores. Nothing ever resets the trial, including ascension.
RewardsNo gold, no hero upgrades, no area or quest progress — from taps, ever.
No limitsNo stamina, no timeouts, no forced waits, no lifetime tap cap.

The walking bonus — the only cross-mode reward

Every 5 completed depths grants one permanent +1% to the damage of future approved-step attacks, capped at +5% (25 clears):

bonus = floor((base damage + renown bonus) × min(clears ÷ 5, 5)%)

Isolation guarantees

Accessibility

The trial is one fixed, non-scrolling encounter with a large accessible attack target, enemy health, depth, next reward and current bonus always readable. Reduced-motion players get clear static hit/defeat/reward states; one-finger and TalkBack play are supported.