Mechanics

Digging the frontier

You can only mine blocks on the frontier: the edge of the discovered area. Mining a safe block cascades: connected blocks of the same type flood open in a wave. Some blocks hide monsters, and mining one releases it. Sometimes that is an accident, sometimes it is a hunt.

Prefer a classic minesweeper read? Turn on the numbers in Options: faint counts of the monsters hiding around each revealed tile.

Light and night

On the surface, daytime lights the whole map: mine freely. At night (and always underground) darkness rules: you can only work on lit ground, and monsters spawn on revealed-but-dark tiles. Torches, your campfire, watchtowers and forges each cast light; upgrading the campfire widens the camp's light and every torch's. Survive to dawn and the day brings a small reward. Light is not decoration, it is territory.

Combat

Tap a monster to strike it with your equipped weapon (bare fists if the weapon slot is empty). Your weapon's tier must be at least the monster's tier to hurt it at all. Hits knock monsters back a full tile and interrupt their attack; fast tapping can hold a single attacker off a torch, but monsters rarely come alone. Released monsters always path toward your nearest structure: torches are bait, walls of light are strategy. Ghosts are the exception: they drift through everything and can only be struck on lit ground, or in the moment they materialize to attack.

The depths

Somewhere near your camp, glowing stairs lead down. Underground it is always dark, there is no grass (bring fiber for torches!), ores are richer and monsters are meaner, and every level hides another stairway further down. Each depth has a fragile forward camp beside its stairs up: lose any campfire and that run is over. The surface teaches you the rules; the depths ask if you learned them.

Your camp

The campfire is your heart: it lights the start, it is what monsters march on, and its death ends the run. Tap it to craft basics, repair, and upgrade. Later, scaffold squares plus a hammer raise real buildings: a workbench for stone gear, a forge for iron gear, a watchtower for far light. Buildings can be damaged and repaired; everything you build is something the night can take away.

Inventory

20 slots, stacks of 50, drag & drop everywhere, or tap an item while a chest is open to move it across instantly. Tools are items with durability; recipes are repeatable, so breaking a pickaxe is a setback, not a disaster. The starting wooden pickaxe never breaks: you can always dig your way back.