Exploration & Map

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

Tile Types

Map by day

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

Pushing into a wall digs it; walking on floor costs 1 move.

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

Map overview
The map overview shows only what you have revealed.

The map starts almost entirely hidden. Tiles are revealed in a radius around your character as you move, and the radius depends on the current phase. 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.

SituationReveal Radius
At spawn (start of run)6 tiles
Moving during Day4 tiles
Moving during Night2 tiles

Day & Night Phases

The map at night
Night: the view shrinks and the map darkens.
Unknown enemy at night
Enemies you have not met yet show as a question mark.

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 reveals a 4-tile radius around your character as you move

Night Phase

→30 moves per night phase
→Enemies within 3 tiles of you move toward you and can force combat
→Fog of war reveals only a 2-tile radius around your character as you move

Week Structure

Day and night bar
The top bar: three days and nights, then the boss (skull).

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).

Skip to Boss

Skip to boss confirmation

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 — No enemy is placed within 5 tiles of your spawn point, and the three enemies closest to spawn are always drawn from the easiest enemy pool. This gives you a few safe moves to orient before encountering real threats.
→Difficulty Pools by Distance — The map is divided into three distance bands from spawn. Near spawn (the closest third of the map), encounters roll 60% easy / 30% medium / 10% hard. The middle third rolls 40% / 40% / 20%. The far third rolls 30% / 40% / 30%. The further you travel from spawn, the harder the encounters get on average — but nothing is off-limits early if the roll goes your way.
→Seeded Determinism — The same seed always produces the same map layout, enemy placement, and POI distribution. This ensures fairness in competitive modes.

Acts

Beyond the week/day/night cycle, your campaign progress is grouped into four Acts, ten campaign levels each. Act controls how densely POIs are placed and how item/enemy rarity is weighted on the map — later acts are scarcer with resources and lean toward tougher fights.

ActCampaign Levels
Act 11 – 10
Act 211 – 20
Act 321 – 30
Act 431 – 40

See the Points of Interest page for exactly how POI counts and item rarity shift act to act.