Controls

The game will primarily target mobile so it's main input mode is click / touch. However for desktop convenience some basic key binds are added:

  • arrows / WASD - walk,  cast, throw in a given direction - triggers immediately if only a single (closes tile) action is possible in the direction. Otherwise requires distance confirmation with a digit key (e.g. press  `W2` to cast targeting two tiles up from the player)
  • 1, 2, 3, 4 - (de)select spell
  • Space - action button (pick item, descend etc.)
  • E - enter / exit backpack

Auto-walk

It might not be obvious but there is an auto-walk implemented ;) Just click on a distant tile and if there are no monsters nearby your character will try to go there.

Feedback

As the game is in playtest phase all feedback is most welcome ;) (you can drop a comment here).


Changelog

2026-10-21

  • initial *.apk release
  • hard mode improvements
  • better animations

2026-10-10

  • changed level rng (more safe spots around player)
  • new potions
  • potion use does not take a turn
  • new rune (trap!)
  • new and updated player characters
  • boss redesign
  • other minor things...

2026-08-12

  • game state is saved after each turn and can be resumed after page refresh etc.
  • fixed a mobile bug causing crash on minimize / resume game

2026-08-04

  • extra keybindings
  • do not show map gen logs in the journal

2026-08-02

  • Major mechanics update
  • Switched to 3x3 spell grid
  • Predefined run npcs (with a map)
  • Potions do not need to be discovered
  • and more..
Updated 20 hours ago
StatusIn development
PlatformsHTML5, Android
Rating
Rated 3.0 out of 5 stars
(1 total ratings)
Authormaciek.glowka
GenreRole Playing
Tags2D, Dungeon Crawler, Pixel Art, Roguelike
ContentNo generative AI was used

Download

Download
mmm.apk 62 MB

Development log

Comments

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I'm not 100% sure how I died sometimes

Yeah, I imagine that might be a problem sometimes - and seem unfair. Do the morgue screen messages help at all? (I was hoping they would).

I think lots of times it might be due to burn damage - which is delayed. I am thinking of adding some extra shader animation to show burn damage or smth. But there might be other reasons sudden deaths as well...


(and sorry for the late reply, I had a short holiday)

I feel the morgue messages are a nice extra but knowing what precisely killed you (or what dealt lethal damage) is a necessity in a game where you learn by dying!!

I agree - it should be obvious. I will try to fix (at least some) soon. Thanks for mentioning it!

So far I love it! Great graphics and sound. I died on floor two but that’s the way dungeons go. Maybe you could add something where it tells me what a spell does when I hover over it?

Thanks! Glad you like it.

So far you can check each rune in the spell building menu (there should be a popup text when rune is selected). But I am guessing you mean on the main dungeon screen ? Have to think about it (esp. that hovering on mobile won't be straightforward ;)

Hmm, can't work out how to combine spells

I just worked it out!

Working on making it clearer ;)