Foreman
Vale
Robinville’s older foreman carries the history of House Corvin and the promises buried beneath the market.
Meet ValeSolo castle · Shared town · Free-play beta
A promise beneath the castle
Choose an Oath. Gather your opening kit. Shape a build through eight chambers, then decide what you dare to risk.
No download. No purchase. Just you and the castle.

From the castle
Real runs. Real close calls. Unretouched screenshots from the free-play beta: the town, the first fight, the Red Bear, and the victory back in town.
Learn. Risk. Return.
A new weapon changes the plan. A boon changes the odds. Knowing when to leave changes everything.
Take Opening Bell from Vale, choose your Oath, and gather what you need. Robinville is your place to prepare.
Fight, gather, and shape your build through an eight-room descent. Choose a market boon after rooms 1–7, then take equipment or a potion from the cache.
Escape with Bell marks or risk the final door for the Red Bear. Death leaves you one random carried item. A return opens the way to permanent upgrades.
From the Gatehouse to the Drowned Archive, every room sets a different price. Find recovery at the chapel, take a chance on the Treasury, and prepare for the Red Bear.
Study the roomsFree play · Beta testing · Desktop recommended
Expect bugs and balance changes. Robinscape is an independent game, not an official Robinhood product.

The light you come home to
Robinville is building toward the future. Beneath its foundations, a sealed gate has been uncovered. The people above it have their own reasons for wanting you back.
Explore the town & upgradesForeman
Robinville’s older foreman carries the history of House Corvin and the promises buried beneath the market.
Meet ValeOmenkeeper
The castle still rings behind their eyes. Wren remembers the cost of a descent and watches for those who return.
Meet WrenSmith
A broad, bearded smith in a leather apron. Rowan’s welcome is practical: bring back a plan, and he will give the steel a better edge.
Meet RowanProvisioner
A seasoned survivor in a sage-green cloak, travel pack close at hand. Sable measures a journey in the supplies that get you home.
Meet SableAlchemist
An older woman with a silver braid and a teal apron, Iona grows herbs in castle mortar. Each dawn the mortar returns differently; she keeps careful notes on what takes root.
Meet Iona the AlchemistEvery return leaves something behind. Sable’s Supply Contract adds a ration to future runs. Rowan’s Tempered opening blade puts the Red Bear blueprint to work. Iona’s Preparation lets you choose a starting potion. Bank Bell marks. Make the next descent your own.
Permanent upgradesA little preparation. A different ending.
Claim your boon, then weigh the cache’s equipment against its potion. Take one, never both. A sharper weapon, a steadier guard, or recovery saved for the right moment.
Learn the cache rules
Recovery
Heal up to 8 hitpoints.
Drink after taking damage. At full health, drinking is refused and the draught stays in your bag.
Offence
+4 Attack and Strength, −3 Defence.
More accuracy and power at the cost of protection. Check your guard before committing to the next fight.
Defence
+7 Defence, −3 Strength.
Stronger protection at the cost of damage potential. Consider the weapon and boons already shaping your run.
Deep cache · Blood price
+6 Strength, costs 3 hitpoints.
Requires more than 3 hitpoints. At 3 or fewer, drinking is refused and the bottle stays in your bag. Save it until you can afford a stronger strike.
Deep cache · Recovery & guard
Heal up to 4 hitpoints, +3 Defence.
A modest recovery with a stronger guard. Can be drunk at full health for the Defence boost alone.
One bottle, one bag slot, one use. Potions and their effects belong to the current run. Read Iona’s field notes