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
vto 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
02 Biomes (11 Total)
| Biome | Min Lv | Layout | Hazards |
|---|---|---|---|
| Cave Tunnel | 1 | Hybrid caves with branching side passages | ^ Spikes |
| Ice Caves | 10 | Hybrid ice tunnels | i Ice floors |
| Shipping Dock | 12 | Wide snake corridors, conveyors | o Plates, >< Conveyors |
| Abandoned Office | 15 | BSP room grid — cubicles | o Plates |
| Cold Storage | 18 | Hybrid frozen caves, ice sliding | i Ice, : Crumble |
| Corrupted Server | 20 | BSP server pods, tight corridors | = Lasers |
| Server Room | 25 | BSP rack aisles with DFS variants | = Lasers, ! Alarms |
| Flooded Data Center | 28 | Hybrid/cellular organic chambers | w Water, % Electric, ! Alarms |
| Magma Core | 30 | Hybrid/cellular volcanic caverns | ^ Spikes |
| Maintenance Tunnels | 35 | Snake/drunkard's walk, tight fog (15 tiles) | : Crumble |
| Data Stream | 40 | DFS 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.
| Biome | Bonuses | Penalties |
|---|---|---|
| Cave | — | — |
| Ice Caves | Flame x1.5, Arc x1.2 | Cryo x0.5 |
| Shipping Dock | Grav x1.5, Rail x1.3 | Cryo x0.5 |
| Abandoned Office | Rail x1.5, EMP x1.2 | Grav x0.5 |
| Cold Storage | Flame x1.8, Plasma x1.2 | Cryo x0.3 |
| Corrupted Server | Arc x1.5, EMP x1.5, Spark x1.3 | Plasma x0.5 |
| Server Room | EMP x1.5, Spark x1.5, Arc x1.3 | Flame x0.5 |
| Flooded DC | Arc x1.8, Spark x1.5 | EMP x0.5, Flame x0.3, Acid x0.5 |
| Magma Core | Cryo x1.5, Grav x1.2 | Flame x0.5 |
| Maintenance | Flame x1.5, Plasma x1.3, Acid x1.5 | Rail x0.5, Grav x0.5 |
| Data Stream | Plasma x1.5, Rail x1.2 | EMP x0.5, Arc x0.8 |
04 Biome Hazards
| Tile | Biome | Effect |
|---|---|---|
| ^ | Cave, Magma | Spike — scaling damage on step |
| i | Ice, Cold Storage | Ice floor — slide 1 extra tile in movement direction |
| > < | Shipping Dock | Conveyor belts — push sideways |
| o | Office, Dock | Pressure plate — wall blocks path for 5 seconds |
| : | Cold, Maintenance | Collapsing floor — hole after 3 steps |
| = | Server, Rack | Laser tripwire — 1.2s stun + heavy damage |
| ! | Rack, Flood | Alarm — enrages all enemies within 15 tiles |
| w | Flooded DC | Water — slows movement (skip every other move). Enemies 30% slower. |
| % | Flooded DC | Electrical hazard — stuns + damages on contact |
| D | All biomes | Locked door — find keycard (k) to open |
| k | All biomes | Keycard — pick up to unlock doors. Shared with party. |
05 Biome Enemies
| Biome | Normal | Elite | Boss | Modifiers |
|---|---|---|---|---|
| Shipping Dock | Dock Loader | Crane Operator | LOGISTICS DAEMON | — |
| Cold Storage | Frost Byte | Cryo Sentinel | ABSOLUTE ZERO | +15% speed, +25% damage |
| Server Room | Rogue Process | Kernel Thread | THE MAINFRAME | — |
| Flooded DC | Data Leech | Surge Eel | OVERFLOW DAEMON | -30% speed on water |
| Maintenance | Shadow Crawler | Pipe Wraith | THE LURKER | +20% speed, 18-tile aggro, 25% enrage |
06 Procedural Generation
Six algorithms, selected based on biome theme. No two runs are the same.
| Algorithm | Style | Used By |
|---|---|---|
| Snake Corridor | L-shaped bends, single winding path | Dock, Maintenance |
| DFS Maze | Depth-first search, branching dead-ends | Data Stream, Server Room |
| Hybrid | Snake spine + DFS branches | Cave, Ice, Cold, Magma |
| Cellular Automata | Random fill + smoothing, organic chambers | Magma, Flood |
| BSP | Binary space partition, rectangular rooms | Server, Office, Rack |
| Drunkard's Walk | Random walkers, unpredictable winding paths | Cave, Maintenance |
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).
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.
| Phase | Trigger | Description |
|---|---|---|
| Idle | — | Barrier visible but inactive |
| Approach | Within 4 tiles AND above barrier | 5 second warning period |
| Incident | Approach timer expires | 2-5 waves of corridor enemies, first wave immediate, then 2s apart |
| Unlock | All corridor enemies dead | 2s delay, then barrier becomes floor |
| Done | Barrier removed | Boss 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:
| Biome | Effect | Result |
|---|---|---|
| Cave | Cave-in | 25% HP damage to enemies |
| Ice | Flash Freeze | 2.5s stun on enemies |
| Cold | Cold Snap | 2s stun + 10% HP damage |
| Magma | Eruption | 20% HP damage to enemies |
| Flood | Flash Flood | 1.5s stun + 15% HP damage |
| Server | System Override | -40% enemy damage for 10s |
| Office | Bureaucracy | 1.5s stun + 10% HP damage |
| Datastream | Data Purge | 35% HP damage to highest-HP enemy |
| Rack | Power Surge | 20% HP damage to all enemies |
| Dock | Forklift Run | 45% HP damage to 1 enemy |
| Maintenance | Pipe Burst | 2.5s 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 patterns: Cone (union of all cone wave positions) and AOE (manhattan distance circle).
11 Boss Abilities
| Biome | Ability | Effect |
|---|---|---|
| Cold / Ice | Ice Nova | Freezes tiles within 6 range for 2.5s |
| Magma | Lava Pool | Burns players within 4 tiles, 5s DoT |
| Flood | Electric Surge | Stuns + damages within 8 tiles |
| Rack / Server | EMP Burst | Disables gadgets for 5s |
| Maintenance | Shadow Dash | Teleports to target, 1.5x damage (no telegraph) |
| Dock | Charge | Damages all within 3 tiles |
| Data Stream | Data Corruption | Scatters players randomly |
| Office | Meeting Summon | Pulls players 3 tiles toward boss |
| Cave | Cone Attack | Standard frontal cone damage |
12 Party Boss — OVERLORD DAEMON
Solo: standard SYSTEM DAEMON (1 tile). With 2+ players: OVERLORD DAEMON (2x2 animated entity).
| Size | 2x2 tiles — blocks corridors, hitbox covers all 4 tiles |
| HP | +50% HP on top of party-scaled boss HP |
| Cone Attack | 25% chance per tick to fire 3-wave expanding damage cone |
| Double Strike | 20% chance of second melee hit on same tick |
| Enrage | Can enrage like any enemy |
13 Environmental Gadget Interactions
Certain gadgets interact with terrain tiles, creating temporary environmental effects:
| Gadget | Terrain | Effect | Duration |
|---|---|---|---|
| Flamethrower | Oil puddle (o) | Ignites into fire zone — damages enemies standing on it | 5 seconds |
| Cryo Nova | Water tile (w) | Freezes water into walkable ice | 10 seconds |
| EMP Pulse | Conveyor (> <) | Disables conveyor belt movement | 8 seconds |
| Gravity Well | Ground items | Pulls loose items toward center (60% radius) | Instant |
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.
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.