Find the key. Reach the portal. Get out alive.
Chests with potions, lanterns, whetstones and the map. A shop for all of it between stages.
One chest, and the key is in it. No map, no potions, no lanterns, no whetstones, no wards — ever. The shop binds wounds, repairs the blade and sells musket balls, at half again the price.
Nothing crosses between your solo save and a party. Inside one, what you walk out with — gear, health, gold — carries into the next dungeon, with a shop in between. The first one out takes the party up a level; a death starts you on the level's kit.
Find the key in a chest — the portal will not open without it. Carry the treasure out. Die and this run's gold stays down there; the bank goes with it.
Watch the floor, and the lids. A sprung trap barely hurts — what it costs you is every creature within earshot. Your lantern is what shows them to you in time.
Changes apply immediately and are remembered between runs.
Brightness changes the dungeon behind this panel. Keep lit stone readable while distant corridors remain dark. Camera motion at zero removes walking bob and impact kicks.
In the Bone Dark
by code0xff