Draw a floor plan and it becomes a prism you can walk through. The geometry you design is the geometry you see — and the geometry the warden asks about.
Height multiplies volume and wall area by the same factor, and leaves floor and ceiling area untouched. Mist shortens how far you see — which is what makes a high maze index dangerous rather than merely annoying.
V = A · h
S = 2A + P · h
index = P ÷ 4√A
Place a dragon to measure.
Carve toggles: click solid rock to open it, click open floor to fill it back in. Drag to keep doing whichever one you started with. Floor and Rock paint in one direction only, for when you want that.
No puzzles yet.
The bundle carries the floor plan, contents, settings and every puzzle.
Lessons one idea each — watch Measurements as you switch
Adventures full dungeons to play, easiest first
Worlds dungeons connected by their ladders — climb through
Every adventure was checked against this page's own sealCost(): connected, reachable, and winnable with the bricks the party carries.
Laid out the way a physical numpad actually is — 7 8 9 across the top. Each key shows whatever you have bound to it.
Compass: up is always north, like the map. Classic: up is the way you face, as in 1983.
Gamepad connected
Spatial puts forward on the top-middle key, where your thumb expects it. Original labels matches the 1983 controller, whose keypad ran 1 2 3 across the top — upside down relative to a numpad. Click any binding and press a key to change it.
Perimeter is deliberately not shown. The warden will want it.
Rebind any of these in Controls, in the Play panel on the right — click a binding and press a key. Your choices are remembered. The dragon cannot be fought: strike it, or walk too near, and it wakes. Wall it in and leave while it still breathes. Listen for it — the breathing grows louder the closer you are, and stops when the seal closes.