Guardians of Solaria Coming soon

Light the lanterns. Wake the Guardians.

An action RPG dungeon crawler made for quick, satisfying runs on your phone. Alone, or with up to 3 friends online.

Drag to look around. Tap a Guardian.
The story

The night the Lantern broke

Solaria was a kingdom that never knew true night, because the Great Lantern shone over it.

Malric, captain of the Lantern Guard, broke the Lantern while trying to bring his dead daughter back.

Its shards fell across the land, and each shard twisted the place where it landed into a dungeon full of monsters.

Four Guardians, the last people who still carry Lantern light, travel from the town of Emberwick to clean the shards one by one.

If they fail, Malric will build a new Lantern that shines darkness, and the night will never end.

Emberwick, the last lit town 45 shards, 45 dungeons 3 realms

The intro film, as it plays in the game.

Four Guardians

Choose your Guardian

Each Guardian levels up on its own, with abilities that grow with them and four attributes you train your way. Turn them, tap them, try their abilities.

Calling the Guardian
Drag to turn. Tap to attack.
45 dungeons, 3 realms

Every shard is a different place

Each dungeon has its own layout, traps, keys to find, side treasure rooms and a boss that wakes in stages. Clear it fast to earn up to 3 stars.

Dungeons 1 to 15

The Lantern Marches

Cellars, catacombs and caverns under Emberwick, a frozen gate, moss-choked ruins, then down into ember and magma vaults.

Dungeons 16 to 30

The Verdant Wilds

Sunlit meadow ruins, deep forest, mossy swamps, an overgrown temple, crystal glades and fungal hollows.

Dungeons 31 to 45

The Cinder Crown

Lava fields, an obsidian citadel, ash wastes, the blood forge, the magma core and the infernal throne itself.

  • Keys open the boss doorSome enemies carry keys. Find them all to open the boss room.
  • Break the Dark WicksA shard grows black candles that light new monsters. Break them and the waves stop.
  • Traps and treasure roomsSpikes, fire, poison pools, and side rooms with chests for those who look.
  • Three stars by timeBeat the gold time for 3 stars. Three stars unlock the Keystone runs.
Lighting the torches
Inside a dungeon

Pools of torchlight

Corridors stay dim between the torches. Keep scrolling to walk in.

The bones wake

A shard wakes whatever is near it. In the Marches, that is the old soldiers and townsfolk of Emberwick.

The treasure room

Side rooms hide chests with gear, gold and materials. Every pet you bring picks up the loot around it.

Shardbearers

Bosses that wake in stages

The strongest creature of a dungeon takes the shard into its body. Beat it and the shard is free. Pick a boss to meet it in the arena.

Waking the boss
Stage 1: AsleepThe boss waits in its room. Clear the Dark Wicks and find the keys first.
Stage 2: WakingIt stirs with a slow opening pattern. Learn the telegraphs: slams, charges, poison pools, fans of spit.
Stage 3: AwakeFull speed, extra patterns, and summons. Heal up before you go in.
Online co-op

Play together, up to 4

Create a room, share its code and adventure with up to 3 friends. Healing, shields and taunts all matter in a full team, and groups earn bonus XP and gold.

  • Quick Play. One button finds an open public room for a dungeon you can play, or opens one that others can find.
  • Friends. Add players by their Name#1234, see who is online and what they are playing, invite them in one tap.
  • Party chat. Talk in the lobby and during the run, or use quick emotes. Mute and report are one tap away.
  • Echoes. Two players can pick the same Guardian: the Wick Gate sends light, not bodies.
A public room with three players ready and a free seat
A private room with a room code to share
Tova's Forge

Crafting without the chore

Monsters drop materials. The Forge turns materials and gold into better gear. No recipes to learn, no timers, no failure chance.

  • Upgrade an item from +1 to +5. One big button, one tap, and a clear "you have 12, need 10" line.
  • Salvage unwanted gear into materials in one tap, one item or all your spare commons at once.
  • A material wallet. Only six kinds, two per realm, picked up automatically and shared by all your Guardians. They never fill your Storage.
Tova's Forge: upgrade a weapon, an armor piece and an accessory
Salvage spare gear into materials
Keystone runs

Push a dungeon further

After a dungeon has 3 stars, start it again as a Keystone run: +1, +2, +3 and up. Monsters get more health and more damage, and the run has one timer.

  1. Beat the timer and you unlock a higher level for that dungeon, up to +3 levels at once if you were fast.
  2. Miss the timer and you keep your level. Nothing is lost.
  3. Higher levels pay more gold, better rarity odds and better item rolls.
  4. Your best level of the week fills the Guardian's Cache. Every dungeon keeps a personal best.
  5. Keystone runs are solo for now. Co-op Keystones, where the host picks the level, are coming.
The map panel of a dungeon with Keystone +7 selected and three affixes

Weekly affixes

Every Monday the affixes change. One from +1, two from +4, three from +7.

Pets and wings

Meet your first pet in the first dungeon

Every checkpoint boss can drop new pets and unlocks a new pair of wings. Attacker pets strike your target, defender pets taunt enemies away from you, and every pet picks up the loot around it.

Calling the pets

30 pets

Pets grow by level, from 1 to 10. Rarity changes how they look, never how strong they are: a shop pet is never stronger than a dropped one.

15 pairs of wings

Wings are looks only. The first pair comes from a checkpoint boss; the rarest pairs come from supporter packs or the gold Collection shop.

    Loot that shows

    Over 100 weapons, armor pieces and accessories

    From common to legendary. Every weapon and armor piece looks different on your Guardian, with grade effects that burn brighter the rarer they are.

    CommonUncommonRareEpicLegendary
    Gareth's gear, wings and pet in the Guardian Hall

    Gear you can see

    • Armor fits every Guardian and changes their look: cloth, leather, mail, plate, bark and bone.
    • Weapons show in hand, with grade effects by rarity.
    • Open treasure chests, equip potions, and style your Guardian's colours.
    • Your Storage keeps the loot you bring home. Equip better gear in the Guardian Hall.
    Every day

    Short sessions, always something to do

    Daily Challenge

    One dungeon a day with a modifier such as Iron Hide or Glass Cannon. The first win of the day pays double gold.

    Daily quest

    Defeat 150 monsters today, in any dungeon, for 300 gold.

    Login rewards and gifts

    News with gifts to claim, and the weekly Guardian's Cache from your best Keystone run.

    A guided first visit

    Nine short callouts next to the real buttons, then one-time hints only when a feature first matters. Nothing ever blocks a fight. Tips can be turned off.

    Classic or third-person camera

    Switch the camera with one button, pinch to zoom.

    Cloud save

    Sign in with Google: your progress is saved in the cloud and follows you to any phone.

    Fair by design

    Play earns power. Money only buys looks.

    Everything that makes you stronger is earned by playing

    Levels, attributes, gear, upgrades, pet levels: all of it comes from dungeons.

    Supporter packs are cosmetic only

    The optional packs add pets and wings with special finishes. Same power as any dropped pet.

    A Collection shop for the dedicated

    Rare looks you can buy with the gold you farm. Never dropped, never paid.

    Take back the Kingdom

    Guardians of Solaria is in testing on Google Play. The public release is coming soon.

    Emberwick, the town
    The world map of the Cinder Crown
    A dungeon run
    Elora casting in a dungeon
    Elora's gear in the Guardian Hall
    A boss fight
    Lyra's gear in the Guardian Hall