Move another way to walk on.
Your run is saved. You can close this page, and the run continues where you left it when you open the game again, on this device and in this browser.
What you wear. It never takes a slot of your pack. Choose a piece to read about it.
Move with the arrow keys, the number pad, or QWE AD ZXC (on a phone, the direction pad). Wait with S, Space or 5. Click or tap a place to walk there: you stop if a monster comes into view. The game saves after every move.
Step onto a lever to pull it, or a key to pick it up. Pull every lever to open the exit gates. Move into a door to open it. A locked door shows its menu: unlock it with a key, pick the lock or bash it with Fate (press a number to choose), or move away.
Move into a monster to attack it with the weapon in your hand, shown in the map's bottom-left corner. R switches to your other weapon, which takes a turn. An axe also hits the tiles on either side of its target, a spear reaches 2 tiles in a straight line (hold Shift to step instead), and a sword attacks for free whenever you move next to a monster. Each weapon has an ability, which costs Fate and needs a few turns to be ready again: the Abilities button lists them, and the number keys use one at once.
With a bow in your hand, F (or Shoot) aims an arrow at the nearest monster in range: Tab picks the next, and F or Enter shoots. Its quiver is full at the start of each level, and when it runs out you can refill it for Fate. A blast, such as a fireball's, only reaches tiles you can see.
Click or tap a monster in sight to inspect it (or press V). A monster shows ? while it notices you, an orange ? while it searches for you, and ! once it is after you. A monster you hurt turns on you at once. Small squares on a creature are its statuses (such as poison), filling up as they build up; yours show in the map's bottom-left corner.
H (or Stealth) slips into stealth at once, unless a monster in sight is after you: monsters can't see you unless you are right next to them. It costs Fate to turn on, then drains Fate every turn, more for each monster you can see, the closer the more (the button shows how much). It ends when you harm a monster, run out of Fate, or a monster finds you next to it, and is ready again a few turns later.
Attacking a monster from stealth with your weapon, while it shows no mark or a yellow ?, is a sneak attack, for much more damage (less with a spear from 2 tiles away); a sword's free attack waits until you are out of stealth. Fighting, shooting, spells and opening or bashing doors make noise: monsters that hear it, even through walls, come to search where it was made, and some shout for help when they see you.
Step onto an item (! potion, ? scroll, $ gold, ♥ health, ♦ Fate) to pick it up. I (or Items) opens your items and equipment, and G (or tapping yourself) picks up or swaps the item under you. Equipment () weapon, [ armor, = accessory) stays where it lies until you press G to equip it, which leaves the piece it replaces in its place.
? this help, L message log, ` debug menu, Esc closes a panel.
Tap a heading to open or close its section.
It appears unaware on the nearest free tile two steps from you, which is its home. The menu stays open, so you can spawn several. Out of combat is what it does while it does not know where you are.
Monsters that hear it (as far as the tiles chosen, each wall in the way counting as more, and further with keen hearing) come to search where you stand. It takes no turn and doesn't end stealth.
Your health never drops below 1. The damage still counts in the run stats.
Your health goes back to full, and the menu closes.
Give it starts the status at once. Add buildup adds some, as a monster's attack would, and the status starts once the buildup is full. The menu closes either way.
To try Fate coming back at the end of a level.
To try cost changes, which skills will give later: every menu choice that costs Fate (picking a lock, bashing a door, drinking from a fountain), every ability that does (such as a weapon's) and refilling a bow's quiver cost half, and the menus say so.
Next to you puts it on the floor beside you, to step onto. In your pack puts it straight in, to fill the pack quickly. The menu stays open, so you can spawn several.
To try damage boosts, which skills will give later: every scroll's damage is doubled.
Covers your tile and the eight around it, and the menu closes. A cloud acts on whoever stands in it at the end of their turn, and monsters walk around clouds that can hurt them.
Water on the eight tiles around you turns to ice, which anyone can walk on, for the rest of the level. The menu closes.
Puts a health fountain on the nearest free tile, to try it before maps have fountain spawn points. Move into it to drink (it blocks the way, so mind narrow passages). The menu closes.
Shows the whole map and every monster, as if you could see them. What you have really seen is kept, and shows again once this is off.
The same map at the same depth with a new seed: a new start, new slot options, levers, doors and keys. The run goes on with the new seed.
The map, its seed, the start, the slots, levers, doors and keys, and the solver's route.
Plays the level this run's seed gives at that depth. Your health, Fate and stats stay as they are.
A new seed, from depth 1. It replaces the saved run.
Kills, damage dealt and taken, turns, and the cause of death, as text for the playtest notes.
More testing tools arrive here in later phases.
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