Phenomena
The rules of the place: Displacement, sanity, sound and the Pulse that sets the pace for all of it.
Chunk Displacement
Very highEvery chunk has its own countdown and, when it runs out, the place is rewritten. Anyone who doesn't anchor their shelter loses everything with it.
Stabilization
Metal, circuits and batteries on a workbench so a piece of the labyrinth stops moving. Only the anchor pins it down completely.
The Wanderer’s Glossary
The words wanderers repeat until they stop explaining them, with the entry where each one is told.
Sanity
HighIt drains on its own, faster with creatures nearby, when you're alone or in an unstabilized chunk. Only Almond Water restores it.
Pits
HighOne-meter holes in the carpet, with no railing and no bottom in sight. Falling leads to Level 1, and climbing back is another story.
A Day Down There
HighExplore, loot, stabilize and return: the routine of anyone surviving in a labyrinth that moves. Tear off a piece of it and make it yours.
The Building and the Descent
HighAn office tower going up and a chain of basements that rots the lower you go. Nobody has come back from the bottom with news.
3 sub-entriesThe Pulse
HighThe place seems to keep its own rhythm of calm, stalking, peak and lull. Wanderers call it the Pulse.
2 sub-entriesDoors Locked by Default
LowFew doors and almost all of them shut. They open by hand, slam closed and can be dismantled whole.
Environmental Events
ModerateA lamp that bursts, a zone blackout, fuses that come back. Level 0 changes even if nobody touches it.
2 sub-entriesLevel 0 Anomalies
ModerateFour construction defects no architect would have signed off on. A doorframe with no door, a ceiling that steps down, a room that was copied.
Great Halls
ModerateHalls 48 to 96 meters across where the ceiling disappears. They are the only relief from the corridors and the only place where you feel small.
1 sub-entryFluorescent Hum
The sound of the place is a low electrical hum that never quite goes quiet and, now and then, something being dragged far away.
Manila Room
LowA small room of manila damask and dim orange light, with an entrance gap of barely 0.6 m. A place where tension drops.
How It All Fits Together
Three levels joined by pits, stairs and doors to nowhere, and sublevels that have no door and are reached by mistake.
Footstep Echo
LowFootsteps that follow you a few meters back and stop two steps late. In Level 0.1 you never see anything.
3 sub-entriesBlows Between Survivors
When a survivor takes a blow, their body flinches for an instant in plain view of everyone. A silent warning, before any scream.