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.

Score 0
Best 0
Depth Floor 1
Steps 0
Seed
Lantern 3

you coin lantern boots lamp — bigger dark the stair wanderer patroller
(wakes on sight)
hunter (depth 3+)

The Cellar

Pick a dig, then walk

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

More after the interval.