Legacy 200-floor campaign and saves
Shared Dungeon · Character editor · Hall of Heroes · Dungeon creator
Start a new run or load a checkpoint.
Read the carving beside the stone slab.
Start again or load the last checkpoint you explicitly saved.
No autosave. Leave before a checkpoint and unsaved progress is lost.
Injury ≥60: legs slow movement; arms weaken attacks; head raises spell cost or stops enemy casting; torso increases damage taken. At 100, a blade can sever an enemy limb; a severed head means death. Severed arms cannot be used; switch to an intact hand, and bows need both arms. Supplies do not regrow limbs. The paid market doctor treats wounds/infection and fits prostheses. Rest restores fatigue/sanity, not severed limbs. Dirty wounds risk infection; starvation, exhaustion and infection cause damage. Raw meat causes poisoning. Cooking requires raw food, wood and a nearby campfire/safe altar. This is fictional game targeting, not precise body physics or medical advice.
ARPG: click / tap the floor to move; select a hostile and chase it. WASD or left stick moves continuously; arrows turn; attack, dodge, cast, heal, investigate and manage gear at any time. Enemy AI acts continuously with real-time cooldowns. I inventory • E investigate • Esc menu • V fullscreen.
20 ordinary teaching floors, plus separate refuges, a market after floor 10, and boss encounters. Learn movement, investigation, inventory and real-time action combat. Safe rooms follow every five floors; save near the amber altar. The final encounter follows floor 20. Bonus rooms do not count toward the 20. This tutorial uses separate browser saves; your older 200-floor campaign remains available under Legacy dungeon. Clearing browser data removes browser saves.
Click/tap floor to follow a checked route; click a hostile and use Chase target, Attack or Cast. WASD/left stick moves continuously; arrows turn; Shift sprint; Space/A attack; F/B cast; H/X heal; Z/Y weapons; E investigate; I inventory; M map; P pause. Crouch/crawl changes speed. Combat never pauses for player turns.
Darkness drains sanity. Torches, lanterns, light magic and peaceful camp light restore it. At zero sanity, appearances become threatening and enemies are faster and stronger. Attacking neutral or peaceful characters permanently forfeits the perfect-run reward. Mana regenerates slowly; health never regenerates from time, sleep or changing floors. Dress bleeding wounds. Sleeping restores stamina gradually and is interrupted by danger.
Discarded items are destroyed. Refused pickups remain on the floor.
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