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Gifted: The Tombs

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Gifted: The Tombs

OverTurn Studios · Published by OverTurn Studios

3 user reviews — 100% positive (3 reviews)

Last updated 27 Sept 2026

Gifted: The Tombs is a fantasy rogue-like with extraction elements. 1 player local, 1-4 players internet/LAN based multiplayer. Third person melee combat, collect items and gear on each floor to progress lower and lower.

DJCTQ 10Co-opFull Controller Support

£4.29

Lowest price we've ever recorded

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Price history

3 Sept 2026Lowest: £4.29 · Highest: £4.297 Oct 2026

Action, Indie, RPG, Casual · 2024 · More under £5 games

Embark on a thrilling adventure in Gifted: The Tombs, where you navigate treacherous levels, engage in third-person melee combat, and gather items to survive deeper into the tombs. Experience both single-player exploration and multiplayer challenges with friends online or locally.

About this game

Gifted: The Tombs is a rogue-like dungeon crawler. Dive into the tombs solo or or in a group of up to four, over network play. You and your allies are to traverse as many floors down as you can, killing enemies, and gaining powerful equipment along the way. Combat is third person, over the shoulder, with melee, and ranged aspects. Collect armor, swords, gems, potions, and other fantasy items on each floor to gain power and continue further into the tombs. Find and equip magic books to gain abilities to aid you in your quest.

Set in the world of Gifted. Medieval civilizations struggle with the concept of some other mortals being favored by the gods. These favored people are Gifted. Their gifts would astound and amazing you. Warriors could lift a horse and hurl it into the air with ease, or a clairvoyant capable of telling you your deepest secrets. These individuals, their Gifts, and their motives could keep one up at night.

"You are not gifted. However with my magic, you could be - or at least strong enough that nobody would be the wiser. All I ask of you is to descend into the tombs below and acquire a simple artifact for me. Sounds easy enough?" - Unknown

System Requirements

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Minimum

Minimum:
  • OS: Windows 10
  • Processor: Intel i7-920
  • Memory: 4096 MB RAM
  • Graphics: NVidia RTX 2060
  • Network: Broadband Internet connection
  • Storage: 2000 MB available space

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Patch Notes 1.0.9

    Some more minor tweaks as I am trying to have the best version of Gifted: The Tombs forward for the Steam Sale :) - Minor UI update: B button didnt leave Library Submenu (My B - get it??) - A floating item bug in the "craziness" piece of the maze generation corrected - Beefy Mini Minotaur Rank 2 left a collision bug around when he died, this has been corrected - With the additional maze pieces, stores became too rare. This has been weighted slightly in our favor - The boss on floors 30 & 40 had default test values, almost hit for nothing with no health - Miniboss on floor 35 still had old stats as well, this has been corrected !You can now buy ingots from the store, providing some end game use for gold! Thank you for playing! As always, Happy Excavating
    Read full article on Community Announcements (OverTurn Studios)
  • Patch NotesOfficial

    Patch Notes 1.0.8: Stability and course corrections

    Where do I start? A TON of small tasks completed in the last few days: - Hit/Sprint bug resolved - Chest initializing bug reduced (not 100% yet, will look at it!) - Updated/deconflicted keybinds - On controller, lb+rb no longer fires lb! - introduced a small floor start delay to permit the map to load before we run in and get unfairly pitfall'd or worse! - Perk descriptions can now be accurately found in the library - Removed (e) gems for now. They don't do what I want them to do and just kinda fill your bags :/ This will be revisted. - Fixed a bug where you can vote for your group to leave the floor on accident when in the UI There is still a bug where only the host can pull yall out of the tombs! so be careful! - Spawners fire initial sound when Tombs start This is one of those I didnt wanna mention because it cannot be unheard lol well now it is not heard :) - Fixed a hadnful of mistakes in the tutorial THREE new maze pieces have been added, one is one of the most versatile I think I could have added, these could feel very different mazes! I intend to add new maze pieces all the time so the floors stay fresh :) Boss for floors 30 & 40 has returned from her lunch break but she still isn't feeling at 100% yet... Issues still on my radar: - Making the checkpoints per account rather than per character This was not a change I could make hastily and will do ASAP - Chest initializing The Delay is currently so multiplayer chests can be relayed, I have made it so it doesnt happen in Solo but I want to make this cleaner - Client farm updates sometimes fail to save if climbing back into the tombs Another client side bug I was unable to reproduce but saw in a previous play through is farm updates for the client mess up. You can avoid this by returning to your own farm then rejoining the host. You dont lose anything in this process, it just appears as tho you never did any actions on the surface. This is also not a quick fix but will prioritize it with the floor checkpoint up...
    Read full article on Community Announcements (OverTurn Studios)
  • Patch NotesOfficial

    Patch Notes 1.0.6

    A lengthy multiplayer playtest revealed some NASTY scaling issues just before the floor 21 change up. I have done a larger rework here and some other goodies: - lengthy scaling rebalance - Dergen fire doesn't stun anymore (get out of the fire) - Items in chests have been improved and easier to unlock (A key or two now oughtta do it) - Removed Skele mages in the floors 20-40, you have plenty to worry about - Added descriptions of the passives your character unlocks to the library, but currently they aren't displaying correctly... The balance rework is important enough to get out I will have to address this in the next small patch. - Nothing is ever free, everything sells for at least 1g, the item details plate now shows this - Also moved the critical hit UI to the center of the screen. Good idea? Who knows! I feel like this is something I should allow the player to place where the want it, feedback is ALWAYS appreciated. Next priorities: - Some key binds have changed overtime and now some are double booked - Been a hot minute since the floor algorithm got some upgrades... - Making floor checkpoints set to the account, rather than the character. - Will make floors 30&40 bosses not broken soon! - Floors 16 and 36 (if chosen as starting point) have a delayed pitfall spawn. These floors aren't the only floors with the bug, but they are the most prevalent. Be careful and let the maze algorithm do its thing until I fix plz - The chest on the surface needs a few seconds to initialize, I don't have a clean way to help with that right now. Take a sec and then try to interact with it again. Should something be higher priority on my list? Let me know! :)
    Read full article on Community Announcements (OverTurn Studios)
  • AnnouncementsOfficial

    Beginning of Season 1

    Season 1 has begun!Season 1 comes with new leaderboards. This also comes with Season 0 rewards going out! One for participation in Season 0 and one for if you ever held the #1 spot on the leaderboard :) To be honest, there is a lot of content I had planned for Season 1. There will be updates throughout Season 1 that didn't make the cut: Floor 30 and floor 40 bosses for example... That being said, the update has PLENTY of new goodies: - Increase of Max Player Level to 20 (You're gonna need it) - Checkpoints at every 5 floors instead of every 10 (You're gonna need this too) - Introduction of chests that require keys to unlock containing some random items. Higher the floor, more keys needed, more items to loot! - Floors 20-40 have some interesting new content, new enemies. After 40, the scaling returns to infinite. This will change throughout the season.I promised to make the updates throughout the season "competitive oriented" and that is still going to be the intent, however with how much I wanted to get done and didn't, with an addition of a new obstacle, I will attempt to add an increase in player power. Announcements will be made on the OverTurn Studios website as to what chaos is being added. Thank you so much for the support and thank you for playing Gifted: The Tombs. Season 0 has been so much fun for me, and I hope it has been for you as well! As always, let us know some feedback on the Steam Community pages or at our website overturnstudios.com Happy Excavating!
    Read full article on Community Announcements (OverTurn Studios)
  • Patch NotesOfficial

    Build 0.2.4: Season 1 Starts June 20th!

    After a lengthy hiatus and lots of work on an announced project, Gifted Season 1 can begin later this month. Reminder: all of seasons 1 and 2 are included in the base purchase of the game, with no plans for a battle pass any time soon. ('Seasons' only serve to reset leaderboards, reward winners, and start fresh with new content) Lots of goodies in the pre-season 1 patch, plenty of time to still get your Season 0 goodies :) Ongoing plans for Season 1, mid season 1 update, and season two will always be announced on our website, overturnstudios.com. Feel free to send some feedback there, or here on the Steam Community pages! Major changes: - UI overhaul to improve controller support and remove bad workarounds - Added Golem miniboss (some Season 1 content to give a taste) Bug fixes! - Multiplayer inventories are safe... if you live. (this was a HUGE problem in most of season 0) - Tweaks to stat scaling - Settings were not correctly saving every time - Tutorial inventory now carries over to your first run One ongoing issue still: multiplayer clients returning from a successful run actually accelerate farm reduction time. I am looking into it but somehow I think y'all will manage fine with this bug :) Happy Excavating!
    Read full article on Community Announcements (OverTurn Studios)

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