01 Tunnel Overview

Procedurally generated dungeons using six generation algorithms, scaled to whoever enters first. The entrance (C) appears at a random warehouse location and relocates each time. Multiple players can run tunnels simultaneously in separate instances.

  • Choose your biome from a picker menu based on your level
  • Boss drops level-appropriate loot + rare items
  • Reach v to exit — awards bonus XP: 150 + (tunnel_level * 8)
  • Death respawns you in the warehouse safe zone (-5 score)
  • Tunnel exit places you near where you entered
  • No vendor, no ticket work, no forklift inside tunnels
Party Tunnels
Press Y to teleport to your party member's tunnel. Or walk to C + E to enter normally — it routes you into the party's instance.

02 Biomes (11 Total)

BiomeMin LvLayoutHazards
Cave Tunnel1Hybrid caves with branching side passages^ Spikes
Ice Caves10Hybrid ice tunnelsi Ice floors
Shipping Dock12Wide snake corridors, conveyorso Plates, >< Conveyors
Abandoned Office15BSP room grid — cubicleso Plates
Cold Storage18Hybrid frozen caves, ice slidingi Ice, : Crumble
Corrupted Server20BSP server pods, tight corridors= Lasers
Server Room25BSP rack aisles with DFS variants= Lasers, ! Alarms
Flooded Data Center28Hybrid/cellular organic chambersw Water, % Electric, ! Alarms
Magma Core30Hybrid/cellular volcanic caverns^ Spikes
Maintenance Tunnels35Snake/drunkard's walk, tight fog (15 tiles): Crumble
Data Stream40DFS labyrinth

All biomes have Locked Doors (D) + Keycards (k). 1 door at lower levels, 2 at level 20+.

03 Gadget Damage Multipliers by Biome

Match your gadgets to the tunnel biome for bonus damage. Mismatched gadgets take penalties.

BiomeBonusesPenalties
Cave
Ice CavesFlame x1.5, Arc x1.2Cryo x0.5
Shipping DockGrav x1.5, Rail x1.3Cryo x0.5
Abandoned OfficeRail x1.5, EMP x1.2Grav x0.5
Cold StorageFlame x1.8, Plasma x1.2Cryo x0.3
Corrupted ServerArc x1.5, EMP x1.5, Spark x1.3Plasma x0.5
Server RoomEMP x1.5, Spark x1.5, Arc x1.3Flame x0.5
Flooded DCArc x1.8, Spark x1.5EMP x0.5, Flame x0.3, Acid x0.5
Magma CoreCryo x1.5, Grav x1.2Flame x0.5
MaintenanceFlame x1.5, Plasma x1.3, Acid x1.5Rail x0.5, Grav x0.5
Data StreamPlasma x1.5, Rail x1.2EMP x0.5, Arc x0.8

04 Biome Hazards

TileBiomeEffect
^Cave, MagmaSpike — scaling damage on step
iIce, Cold StorageIce floor — slide 1 extra tile in movement direction
> <Shipping DockConveyor belts — push sideways
oOffice, DockPressure plate — wall blocks path for 5 seconds
:Cold, MaintenanceCollapsing floor — hole after 3 steps
=Server, RackLaser tripwire — 1.2s stun + heavy damage
!Rack, FloodAlarm — enrages all enemies within 15 tiles
wFlooded DCWater — slows movement (skip every other move). Enemies 30% slower.
%Flooded DCElectrical hazard — stuns + damages on contact
DAll biomesLocked door — find keycard (k) to open
kAll biomesKeycard — pick up to unlock doors. Shared with party.

05 Biome Enemies

BiomeNormalEliteBossModifiers
Shipping DockDock LoaderCrane OperatorLOGISTICS DAEMON
Cold StorageFrost ByteCryo SentinelABSOLUTE ZERO+15% speed, +25% damage
Server RoomRogue ProcessKernel ThreadTHE MAINFRAME
Flooded DCData LeechSurge EelOVERFLOW DAEMON-30% speed on water
MaintenanceShadow CrawlerPipe WraithTHE LURKER+20% speed, 18-tile aggro, 25% enrage

06 Procedural Generation

Six algorithms, selected based on biome theme. No two runs are the same.

AlgorithmStyleUsed By
Snake CorridorL-shaped bends, single winding pathDock, Maintenance
DFS MazeDepth-first search, branching dead-endsData Stream, Server Room
HybridSnake spine + DFS branchesCave, Ice, Cold, Magma
Cellular AutomataRandom fill + smoothing, organic chambersMagma, Flood
BSPBinary space partition, rectangular roomsServer, Office, Rack
Drunkard's WalkRandom walkers, unpredictable winding pathsCave, Maintenance
Weighted Randomization
Each biome has a primary algorithm (~50-70%) and secondary algorithms for variety. The same biome can produce different layouts on each visit.

07 Setpiece Rooms

25 hand-crafted room templates (9 small, 9 medium, 7 large) are stamped into tunnels after generation. Each room has 2-4 loot items (70% gear, 30% materials).

1-2Rooms per tunnel (2 for tunnels 160+ tiles tall)
20tMinimum gap between rooms
25tBottom margin from exit (no boss arena overlap)

Rooms are BFS-validated: if stamping a room would break the entry-to-exit path, the room is fully reverted.

08 Pre-Boss Corridor

Before the boss, a pulsing red barrier (B) blocks the path ~12 tiles above the boss. Approaching triggers a corridor defense sequence.

PhaseTriggerDescription
IdleBarrier visible but inactive
ApproachWithin 4 tiles AND above barrier5 second warning period
IncidentApproach timer expires2-5 waves of corridor enemies, first wave immediate, then 2s apart
UnlockAll corridor enemies dead2s delay, then barrier becomes floor
DoneBarrier removedBoss arena opens, proceed to fight

The HUD shows wave status: WAVE 2/3

09 Biome Corridor Effects

During the corridor incident phase, environmental effects fire every 10 seconds, affecting corridor enemies:

BiomeEffectResult
CaveCave-in25% HP damage to enemies
IceFlash Freeze2.5s stun on enemies
ColdCold Snap2s stun + 10% HP damage
MagmaEruption20% HP damage to enemies
FloodFlash Flood1.5s stun + 15% HP damage
ServerSystem Override-40% enemy damage for 10s
OfficeBureaucracy1.5s stun + 10% HP damage
DatastreamData Purge35% HP damage to highest-HP enemy
RackPower Surge20% HP damage to all enemies
DockForklift Run45% HP damage to 1 enemy
MaintenancePipe Burst2.5s stun on enemies

10 Boss Telegraphs

Bosses telegraph their attacks 1 second before attacking. Pulsing red ! tiles show the danger zone. Move out of the marked area to avoid damage.

!Telegraph tile — pulsing red/orange, 4-frame cycle at 150ms
1sWarning duration before attack fires

Telegraph patterns: Cone (union of all cone wave positions) and AOE (manhattan distance circle).

11 Boss Abilities

BiomeAbilityEffect
Cold / IceIce NovaFreezes tiles within 6 range for 2.5s
MagmaLava PoolBurns players within 4 tiles, 5s DoT
FloodElectric SurgeStuns + damages within 8 tiles
Rack / ServerEMP BurstDisables gadgets for 5s
MaintenanceShadow DashTeleports to target, 1.5x damage (no telegraph)
DockChargeDamages all within 3 tiles
Data StreamData CorruptionScatters players randomly
OfficeMeeting SummonPulls players 3 tiles toward boss
CaveCone AttackStandard frontal cone damage

12 Party Boss — OVERLORD DAEMON

Solo: standard SYSTEM DAEMON (1 tile). With 2+ players: OVERLORD DAEMON (2x2 animated entity).

Size2x2 tiles — blocks corridors, hitbox covers all 4 tiles
HP+50% HP on top of party-scaled boss HP
Cone Attack25% chance per tick to fire 3-wave expanding damage cone
Double Strike20% chance of second melee hit on same tick
EnrageCan enrage like any enemy
Late-join upgrade
If a solo player has a SYSTEM DAEMON active and a second player joins, the boss upgrades to OVERLORD DAEMON mid-fight.

13 Environmental Gadget Interactions

Certain gadgets interact with terrain tiles, creating temporary environmental effects:

GadgetTerrainEffectDuration
FlamethrowerOil puddle (o)Ignites into fire zone — damages enemies standing on it5 seconds
Cryo NovaWater tile (w)Freezes water into walkable ice10 seconds
EMP PulseConveyor (> <)Disables conveyor belt movement8 seconds
Gravity WellGround itemsPulls loose items toward center (60% radius)Instant
Oil Puddles
Oil puddles (o) appear in Dock and Maintenance biomes. They are walkable with a slight movement slow. Hit one with a Flamethrower to create a burning ground zone that damages enemies.

14 Gap & Bridge Puzzle

Tunnels level 15+ contain chasms. Find the repair board to cross.

~Gap / chasm — impassable
=Repair board — walk over to pick up
-Bridge — placed board, now walkable

Up to 3 gaps per tunnel at Lv30+. One board per gap, always on the entry side. Bridge stays for the whole run and is usable by party members.

15 Locked Doors

Tunnels level 15+ contain locked doors (D). A keycard (k) spawns on the entry side. Walk over it to collect, then walk into the door to unlock. Keycards are shared with party members.

Doors are BFS-verified during generation: entry must NOT reach exit with door in place (no alternate routes). If verification fails, the door is removed.