Reference / Overview
Deskrawl: Idle ARPG
A four-hero idle ARPG that lives as a strip along the bottom of your desktop: what its numbers are, how its systems work, and what nobody has settled yet.
Current patch 0.1.13f Data updated
Where to go next
Twelve pages cover the whole first wave: the reference tables, the four guides, the two troubleshooting pages and the release record.
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Equipments
Every slot, every grade, sell prices and the chest roll that decides what a chest gives you.
Open page 114 -
Heroes
The four heroes the build defines, what each one’s entry actually contains, and which are demo-locked.
Open page 4 -
Minions
Captured creatures that haul the loot cart home, grouped by the home the build files them under.
Open page 25 -
Zones and maps
Every entry, the enemy levels it spawns, its elite chance and how many encounters it holds.
Open page 23 -
Progression
The build’s own config, the level checkpoints, and the per-level enemy scaling as a table.
Open page 99 -
All guides
Four guides, ordered by the question that keeps coming up most.
Open page 4 -
The first hour
What to do in order, and what to ignore while the numbers are still small.
Open page 114 -
Chests and auto-sell
Chests, the carriage filter and the auto-sell switches that make an unattended run possible.
Open page 92 -
The final boss
What is confirmed about the demo’s last fight, and the self-heal disagreement presented as one.
Open page 25 -
The demo
What the demo holds, what it locks, and the one question about it that has no official answer.
Open page 25 -
Release
Release date, platforms and platform features, and what has not been announced.
Open page -
Patch history
All twenty-two official announcements, newest first, each anchored for linking.
Open page 22
What the build contains
Every family the build defines, its size, and whether this wave has a page for it. A family without a page is not hidden — the count is still the build’s own.
entity families in the build
| Family | Count | Page in this wave |
|---|---|---|
| Equipments | 114 | Equipments |
| Talents | 104 | Heroes |
| Life skills | 92 | Chests and auto-sell |
| Hero abilities | 31 | Heroes |
| Minions | 25 | Minions |
| Reins | 24 | no page yet |
| Status effects | 24 | no page yet |
| Maps and zones | 23 | Zones and maps |
| Equipment effects | 17 | no page yet |
| Recipes | 17 | no page yet |
| Consumables | 10 | no page yet |
| Enemy abilities | 8 | no page yet |
| Materials | 6 | no page yet |
| Health potions | 5 | no page yet |
| Heroes | 4 | Heroes |
| Minion abilities | 4 | Minions |
The three states of a fact
- Verified from the build — Numbers the build itself stores — level caps, growth rates, capacities, prices — are printed as facts, with no estimate attached to them.
- Contested — Where players disagree and no stored value settles it, the disagreement is shown instead of an answer.
- Pending verification — Where something only looks absent, it stays open: not finding a system is not the same as proving it is not there.
Every number is the build’s own
Level caps, growth rates, capacities, prices and every entity name come from the demo build’s own data and its own string tables, with no estimate added to them; where players disagree, the disagreement is what is shown.