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.
200 ordinary dungeon floors, plus 69 bonus rooms: prison → sewers → catacombs → ruined city → surface ascent → outside. Safe every 5 floors, major checkpoints every 10, markets every 20 (20–180). Separate mini-bosses after 10/30/50…; mega-bosses after 20/40/60… and a final boss after 200. Bonus rooms do not count toward the 200. Defeat bosses before leaving. Loot treasure and fallen enemies for gold. Save near the amber altar. Death starts floor 1; use the menu to load your last checkpoint. Saves stay in this browser/device; clearing browser data removes them.
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.