UNDERWANDERERField archive
Field archive·Open record

Underwanderer

The offices never end. And they move.

A shared world of yellow corridors, damp carpet and fluorescent light that changes place when no one is looking. Go down, tear a patch of stable floor out of the maze and last long enough to tell the tale.

30Places catalogued
26Entities on record
24Field objects
28Phenomena described
29Images recovered
04 / Wanderer's rules

Six things you learn too late

How you survive

They were written down one at a time, nearly always after something went wrong.

Don't trust a corridor you already know

Every chunk has its time. When it runs out it changes place, and the way back stops existing.

What you leave on unstable floor doesn't come back

If the chunk displaces, it takes everything inside with it. Backpack included.

Don't go down alone

Being alone wears sanity down as fast as sharing a room with an entity.

Save the Almond Water

It's the only known thing that gives sanity back. You don't drink it for thirst.

Set down a bed before you wander off

It's where you wake up. Without a bed, you wake up wherever the place decides.

Stabilize before you build

A stabilized chunk holds almost every time. An anchored one never moves.

05 / Images recovered

What could be photographed

Open the gallery

Shots brought back by those who went down. Not all of them have an explanation.

Last note
If you're reading this, you've already gone down further than most.
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