Exploration & Map

How movement, tile types, fog of war, and the day/night cycle shape each run.

Tile Types

The dungeon map is a grid composed of two fundamental tile types. Every tile on the map is either a floor or a wall.

Floor tile

Floor

Open ground that costs 1 move to traverse. Most of the map is floor tiles.

Wall tile

Wall

Solid rock that must be dug through. Cost depends on your DIG stat.

Movement Costs

Walking onto a floor tile always costs 1 move. Digging through a wall tile costs max(2, 6 − DIG) moves. As your DIG stat increases, walls become cheaper to tunnel through, down to a minimum of 2 moves.

DIG Cost Table

DIG StatWall Cost (moves)
06
15
24
33
4+2 (minimum)

Fog of War

The map starts almost entirely hidden. Tiles are revealed in a radius around your character as you move. Once revealed, tiles remain visible for the rest of the run. Strategic exploration is key — you need to balance discovering new areas against conserving your limited move budget.

Day & Night Phases

Each week alternates between Day and Night phases, each with different rules and move budgets.

Day Phase

50 moves per day phase
Enemies are stationary
You choose which enemies to fight
Fog of war is lifted in a wider radius around your character

Night Phase

30 moves per night phase
Enemies move toward the player
Combat can be forced upon you
Fog of war radius is reduced, limiting your visibility

Week Structure

A single week consists of 6 phases followed by a boss fight. The full sequence is:

Day 1 (50)Night 1 (30)Day 2 (50)Night 2 (30)Day 3 (50)Night 3 (30)Boss

The boss fight triggers automatically at the end of Night 3 regardless of the player's map position. A complete stage has 3 weeks (3 bosses).

Tip: You have a total of 240 moves per week(3 × 50 day + 3 × 30 night) before the boss fight. Plan your route to maximize gold and item acquisition.

Skip to Boss

At any point during a week, you can choose to skip directly to the boss fight by tapping the skull icon in the top bar. This immediately ends all remaining Day and Night phases for the current week and triggers the boss encounter.

Skipping forfeits all remaining moves — no HP, gold, or items will be gained for the skipped phases. This is useful when:

Your build is already strong enough to beat the boss
You want to save time in a run where further exploration has diminishing returns
You're low on HP and want to avoid risky Night phase encounters before the boss

Map Generation

Maps are procedurally generated from a seed determined at session creation. Key properties of map generation:

Safe Start Zone — The area around your spawn point is always clear of enemies, giving you a few moves to orient before encountering threats.
Difficulty Pools by Distance — Enemies and POIs are placed in difficulty pools based on their distance from the spawn point. The further you travel from the center, the harder the encounters but the better the rewards.
Seeded Determinism — The same seed always produces the same map layout, enemy placement, and POI distribution. This ensures fairness in competitive modes.