Green room · The Cellar
Dig down. Outrun the dark.
A seeded cellar carved each night: BSP rooms, A* patrollers with line-of-sight, and a stair you have to actually reach. The Daily Cellar hands everyone the same dig. Scores stay on this machine.
you
coin
lantern
boots
lamp — bigger dark
the stair
wanderer
patroller
(wakes on sight)
hunter (depth 3+)
Move: ↑←↓→ or WASD, or the on-screen pad · Pause: Space · New dig: R · Mute: M · Your lantern shrinks the dark, hunters can see through doors · Boots let you cut through single-door cells · The stair is always the farthest corner of the dig.
The rest of the house