Playthrough · The Black Spire
I borrowed coin to go down a bottomless tower. It found me in the dark.
I signed a loan at the muddy rim-town to buy maps of the deep. Hours of play later, three floors down in the cold, the debt was still sitting on the books exactly as written, and the lender's people were already watching to see whether I would come back up and pretend I had not signed it.

A tower with no top and a town that owns you
The Black Spire is exactly what it sounds like. A tower of black stone drove itself up through a dead kingdom a thousand years ago, and nobody has found the top. Its floors are not rooms, they are whole worlds folded into stone: flooded crypt-cities, fungal forests grown in the dark, clockwork halls counting something nobody understands. You arrive at the rim-town of Gallows Reach with nothing, and you go down for treasure that can clear your debts or kill you.
I came in suspicious, the way I always do now. A descent is the cruellest possible test for a story that forgets, because the whole point is accumulation. Your pack. Your wounds. The floors you have already mapped. The people you left behind to die down there. If any of that quietly resets, the crawl is meaningless. So I pushed on it hard.
The contract she would not quite let go of
The debt had a face, and her name was Madam Rhylla, the chief assayer of the Coin Lords, the cabal that owns the road, the supplies, and most of the souls in Gallows Reach. She slid a contract across the table without quite letting go of it. Take her coin, buy the deep maps, come back up owing her a share of whatever I pulled. That was the kindness. The unkindness, she said, was what happened if I came back up and pretended I had not.

I signed. Then I spent a good while away from her entirely, down in the upper floors learning what a torch and a full pack are actually worth. I dealt with Guildmaster Karric of the Delvers' Guild, who controls every map worth having. I gave the Iron Vow zealots a wide berth. I met one of the Hollowed, the pale delvers the tower has changed, and listened to him say things that did not quite line up the way language should. None of it felt connected to a loan I had signed back in town.
Everything I carried down stayed carried
It was all connected. When I finally hauled myself back toward the surface, the debt to Rhylla was waiting, to the share, and Karric's people had clocked which lender I had signed with and adjusted how they dealt with me accordingly. My pack was exactly what I had left it after the last fight, not a hopeful guess at what I probably still had. The floors I had mapped were still mapped. A delver I had chosen not to help on the second floor was simply gone, and the world remembered the shape of that choice.

That is the line the world makes plainly and then actually keeps: it does not reset between sessions. I logged back in after a day away and nothing had been politely tidied up for me. The debt had not forgiven itself. The dead were still dead. The deeper I had gone, the more the tower had quietly started to change me, and that did not roll back either.
What held, and what did not
The honest version: the storytelling is not perfect. Now and again it reached for a wrong detail, the way these always can. The difference, again, was what came next. A quiet correction in plain language and it snapped back to the true state of things, my coin, my gear, my debt, instead of inventing a more convenient version. I never once had to argue with it about how many torches I had left. That was simply known.
That is the whole reason a descent works here when it falls apart everywhere else. The crawl means something because the accumulation is real. The Black Spire runs on Creation OS, which is built around the thousandth turn rather than the first ten minutes, and a dungeon is where that choice shows up fastest. Either the pack is right or it is not. Either the debt is still there or it quietly vanished. Mine stayed.
I am not going to oversell the descent. I will just say the floor under it held, the whole way down, and that is the part I had given up expecting. Go find your own bottom of the tower.
Free to wander. No card to start.