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The Mountain
Regions
Sound up.
The mountain has gone quiet. Reconnecting…
Hold it out to whom?
Delete this score from the scoreboard?
This project is fully published — start a new draft from a copy?
Return to the starting gate? You will lose your current rank, location, and items.
Are you sure you want to abandon this spelunking venture?
If you leave in the middle of combat, you will drop everything you are carrying. Are you sure you want to leave?
Let go? You wake at the Entrance. What you carried stays where you fell.
Are you sure you want to teleport to Rufinus at the Labyrinth Entrance?
All players in the Labyrinth will confront what is revealed at their location. Start the illumination countdown?
No rooms have been explored yet.
Mark this room
Are you sure you would like to change difficulty levels mid-game?
Seconds to Illumination
Manual tuning
Use a skill:
Or hold the space bar.
The Spelunking Panel
Ascend! Two ways up have opened.
Room to edit:
Can be entered from:
This room is a draft, staged inside a project — a live room can't yet link an exit into it, so "Can be entered from" is unavailable until it's published.
Exits to:
Item to edit:
Home room:
Carrier gains rank (optional):
Optional extras:
New action:
Edit an existing action:
Editing this here means its effects are now authored as an ordered step list from now on — it can no longer be edited as separate fields anywhere else.
Gate this action — require carrying an object:
NPC to edit:
Home room:
Wandering behavior:
Quest to edit:
Actions gated by this quest — require carrying this quest's marker:
This quest has no marker object — there is nothing to gate an action on.
Exits gated by this quest — require carrying this quest's marker:
This quest has no marker object — there is nothing to gate an exit on.
Touched with no reset coverage:
Reset sentinels — objects/NPCs forced back to a known room and/or state on reset:
Carried items stripped from every session on reset (ctrl/cmd-click to select several):
Occupants relocated to another room on reset:
Your rank:
Your sliders:
Fetch or clone an object into your carrying panel:
Currently carrying:
Not carrying anything.
Reset a real object's shared state to its default:
Saved templates:
Room(s):
Possibility Name:
Trigger:
Requires (all of the following):
Does (in order):
Additional rooms — each needs its own object picks:
Possibility to edit:
Trigger:
Requires (all of the following):
Does (in order):
Entry phrase to edit:
Outcome shape:
Rank:
Starting room:
Grants (optional, first-come-first-served):
This entry phrase is a draft — staged inside this project only, not live, not visible to any player, until it's published.
Room to demolish:
Item to demolish:
NPC to demolish:
Possibility to demolish:
Limit of one demolition at a time.
Drag a room to reposition it. Click a room to edit it. Drag empty space to pan.
Click a room to edit it here.
A saved canvas of real, live rooms — position and label them freely. Nothing here is unpublished content; everything referenced already exists. Saves automatically.
Drag a room to reposition it. Click a room to edit it. Drag empty space to pan.
"Build New Room" and "Build New Entry Phrase" both stay drafts here — not live, not visible to any player — until it's published.
Click a room to edit it here.
This room no longer exists in the live world — remove it from the canvas, or leave it as a record of where it used to sit.
This room is a draft — staged inside this project only, not live, not visible to any player, until it's published.
Add to this room:
This room has no items yet — an action lives on an item, not the room itself. Add an item first.
Attached to this room:
Nothing is attached to this room yet.
This entry phrase no longer exists — remove the gate from the canvas, or leave it as a record of where it used to sit.
This entry phrase is a draft — staged inside this project only, not live, not visible to any player, until it's published.
Unplaced rooms — drag into the grid:
The Labyrinth:
The team is carrying you