UNDERWANDERERField archive
Section P28 entries

Phenomena

The rules of the place: Displacement, sanity, sound and the Pulse that sets the pace for all of it.

P-004Level 0

Chunk Displacement

Very high

Every 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.

P-013All levels

Stabilization

Metal, circuits and batteries on a workbench so a piece of the labyrinth stops moving. Only the anchor pins it down completely.

P-017All levels

The Wanderer’s Glossary

The words wanderers repeat until they stop explaining them, with the entry where each one is told.

P-003All levels

Sanity

High

It drains on its own, faster with creatures nearby, when you're alone or in an unstabilized chunk. Only Almond Water restores it.

P-023Level 0

Pits

High

One-meter holes in the carpet, with no railing and no bottom in sight. Falling leads to Level 1, and climbing back is another story.

P-002All levels

A Day Down There

High

Explore, loot, stabilize and return: the routine of anyone surviving in a labyrinth that moves. Tear off a piece of it and make it yours.

P-010Level 0

The Building and the Descent

High

An 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-entries
P-007All levels

The Pulse

High

The place seems to keep its own rhythm of calm, stalking, peak and lull. Wanderers call it the Pulse.

2 sub-entries
P-025Level 0

Doors Locked by Default

Low

Few doors and almost all of them shut. They open by hand, slam closed and can be dismantled whole.

P-015Level 0

Environmental Events

Moderate

A lamp that bursts, a zone blackout, fuses that come back. Level 0 changes even if nobody touches it.

2 sub-entries
P-001Level 0

Level 0 Anomalies

Moderate

Four construction defects no architect would have signed off on. A doorframe with no door, a ceiling that steps down, a room that was copied.

P-019Level 0

Great Halls

Moderate

Halls 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-entry
P-028Level 0

Fluorescent 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.

P-026Level 0

Manila Room

Low

A small room of manila damask and dim orange light, with an entrance gap of barely 0.6 m. A place where tension drops.

P-009All levels

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.

P-008Level 0.1

Footstep Echo

Low

Footsteps that follow you a few meters back and stop two steps late. In Level 0.1 you never see anything.

3 sub-entries
P-018All levels

Blows 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.

Full index of phenomena