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It’s no secret that diving into a new game mode can feel overwhelming, especially when you’re not sure what you’re getting into. But after spending some quality time with the recently launched Delves, I’ve got to say—they’re a breath of fresh air. Well, except for that one underwater level where holding your breath becomes a literal gameplay mechanic. Let’s be real, who enjoys drowning in pixelated water? Still, with only three out of the eventual 11 difficulty options available so far, it’s too early to judge the long-term appeal of Delves. But from what I’ve experienced, they’re shaping up to be a solid addition to the endgame loop—engaging, varied, and packed with rewards.
Each of the 12 Delves available at launch throws players into a compact 10 to 15-minute scenario, and I love how they mix things up with different objectives and modifiers. One moment you’re rescuing miners trapped behind rubble, the next you’re hunting down specific items while dodging environmental hazards. I’ve got to admit, some of these mechanics are way more fun than others. Take the spider-web Delve, for instance—stepping on those sticky traps summons extra enemies, which honestly keeps you on your toes in the best way possible. But that underwater Delve? Yeah, not my favorite. Hunting for air bubbles while fighting mobs feels unnecessarily stressful, and I found myself rushing through just to get it over with. Still, the variety is there, and each Delve even comes with its own variants, so repetition hasn’t been an issue for me so far.
What really ties each run together is the boss fight at the end. It’s not just a random encounter—it feels climactic, like a proper payoff for your effort. And speaking of payoff, the treasure room waiting after the boss is an absolute treat. Who doesn’t love cracking open chests full of goodies? But here’s where things get interesting: defeating rare mobs inside a Delve grants temporary powers, similar to those in Torghast or some Dragonflight activities. I’ve noticed these buffs give a noticeable edge, and I suspect they’ll become absolutely essential once higher difficulties roll out. In my runs, grabbing one of these powers often turned a tricky situation into a manageable one—sometimes even a breeze.
Another standout feature is the NPC companion system. At launch, we’ve got Brann Bronzebeard, the iconic dwarven explorer, tagging along. I appreciate the flexibility here—you can assign him a healer or damage-dealing role and customize his abilities to fit your playstyle. Personally, I’ve leaned toward the healer setup; having that extra sustain lets me take more risks, especially in those modifier-heavy rooms. Knowing that the companion will change each season adds a layer of long-term appeal. It keeps the mode from feeling stale and encourages players to adapt their strategies over time.
Now, I’ll be honest—I’m a bit biased toward content that respects my time. Delves, with their short run times and clear objectives, hit that sweet spot. They don’t overstay their welcome, and the rewards feel proportionate to the effort. That said, I’m keeping a close eye on how the remaining eight difficulty levels will be implemented. If the current trend holds, I expect the real challenge—and the most satisfying loot—to come from those higher tiers. For now, though, Delves offer a polished, enjoyable experience that’s well worth your attention. Whether you’re a casual player looking for bite-sized content or a seasoned veteran prepping for tougher climbs, there’s something here to enjoy. Just maybe bring some virtual snorkel gear for that underwater level.