Saved when you go on.
Tilt 0 is flat. A closer camera makes the front rows bigger than the back. Fog darkens every room and hallway you’re not in.
Keys: arrows or WASD to step, Q E Z C for diagonals, Space to wait, [ and ] to turn left and right.
Worn
On the ground here
Drag something here to leave it on the floor.
Bag
Relic
It comes in at least 3 tiles from you, awake.
These change the sandbox, and a run with Test tools on (it's flagged as a test).
Counting the fire…
Runs played again turn by turn, anyone's who plays here. Nothing you do changes them.
Your marks 0
Shown on the board, and on your body if you fall.
Tunic colour HairGive the Apothecary one of an ingredient to study it (it's used up, and each kind only once). Once every ingredient of a recipe has been studied, you can brew it, free: one of each ingredient makes one.
Eat a meal before you go down: it takes no bag slot, and lasts the run (one a run; another takes its place). Or cook food to carry. One of each ingredient makes one, and marks cover any you’re missing. The recipes are the ones the Apothecary has worked out.
The camp grows its food here. The guild lets you tend a few plots of your own: plant one of something you brought home, and a day later it gives 3. Nothing wilts; a ready plot waits for you.
The story of the Long Night, then straight down into the dungeon.
The one-line tips that come up the first time something happens.
The 3D view and a lighter 3D for slower phones, the camera, fog, sound, and the test tools.
Wipes your marks, gear, what you know, the Smith’s work and the camp. Two taps.
What your light has shown you on this floor. Drag to look around. Tap the camp’s fire to walk back to it.
The camp grows
This device has progress of its own, and so does your account. Which do you want to keep? The other is lost.