RULES OF THE DUNGEON
ROOM DIRECTIVES
Each room assigns a directive that guides the style of your track. Splice rooms ask you to find samples from a specific genre. Production rooms ask you to create sounds with VSTs and synths. If a combination is impossible, use the closest equivalent you can find. The dungeon respects creative interpretation.
SEALING & REROLLS
You can seal a room once you've completed all but one of its tasks. To earn rerolls, complete every task before sealing — the spirits will judge you with a dice roll for a chance at +1 reroll. Leave any task unfinished and you get no chance. You begin each session with rerolls based on your difficulty. Rerolls never land on the current value — you're guaranteed something different. Both genre and sample type can be rerolled independently.
SKELETON KEYS
Completing a session earns a Skeleton Key — a persistent reward. During setup, spend a skeleton key to choose your own key and scale instead of rolling randomly. Once used, the key is consumed. View your count in your player profile.
CURSE SURVIVOR
Complete all curses in each of the last 3 consecutive rooms to earn a bonus +1 reroll. This is a streak-based reward — it resets if any room breaks the chain.
BONUS OBJECTIVES
Some rooms have a Bonus Objective (sound direction like Kit Type or Synth Type). This is optional — it doesn't count toward completing the room. But if you complete it, your reroll chance increases significantly.
SIDE QUESTS
When entering a room, there's a chance the dungeon ignores its track type and gives you a completely different instrument — a Side Quest. Complete all tasks for 2 guaranteed rerolls (no dice roll needed). Or skip it with no penalty.
CURSES
Rooms may carry curses — constraints that force unusual creative decisions. Immediate curses apply to this room only. Track curses are instrument-specific processing challenges. Deferred curses appear in your Quest Log and must be resolved before the session ends. Next-room curses carry forward as a surprise when you open the next door.
BLESSINGS
Sometimes the spirits are kind. Blessings grant bonus effects, creative freedom, protection from future curses, or even a free reroll token. Some blessings have real mechanical effects: The Spirits Favor You sets all effects to 1–100% wet. Enchanter's Freedom lets you drag effect bars to set your own range. Ancient Knowledge gives one free reroll (no token cost). Blessing of Clarity removes all curses (shown with strikethrough). Spirit Walk reveals all hidden node details on the map. Curse shields show what curse was blocked with strikethrough text.
BOSS ROOMS
The last node on each floor is a Boss Encounter with guaranteed curses and mix-level boss constraints. Defeat the boss for +2 rerolls and a powerful Boss Blessing. You can only end the session after beating a boss. A Campfire appears after each boss where you can spend gold. You cannot enter the boss room with pending deferred curses or road event debts — complete them first.
GOLD
Earn gold by completing checklist items. Spend gold at the Campfire to remove curses, shield rooms, buy rerolls, or purchase relics.
SOURCE MODE
Before each session, set the Splice vs Production ratio. Splice rooms ask you to find samples on Splice. Production rooms ask you to create sounds from scratch using VSTs, synths, and instruments. At 50/50, each room is randomly assigned. Set to 100% either way for a focused experience. No Splice subscription? Go full production. Want pure sample hunting? Go full Splice.
ALCHEMIST'S LAIR
A rare chance to discover an Alchemist's Lair. Instead of Splice/YouTube, you must record real-world sounds as source material. Still gets curses, effects, and blessings as normal.
TREASURE CHESTS
A chance to find a Treasure Chest before entering a room. Rewards include reroll tokens, random blessings, or curse shields.
ROAD EVENTS
Between rooms you may encounter a Road Event — a character offering a deal. They offer valuable rewards like rerolls, gold, or blessings in exchange for a creative constraint on your track. You can accept the deal or decline and move on with no penalty.
DUNGEON MAP
Each floor shows a branching map of rooms. Choose your path from the start node to the boss at the top. Node types: Standard (normal room), Cursed Chamber (guaranteed curses, bonus gold), Sanctuary (no curses, guaranteed blessing), Campfire (shop only, no track). Hover over nodes to see details. You can reroll reachable nodes before entering them to change their type, track, and contents.
SCORING
Earn score for completing checkboxes, clearing rooms, defeating bosses, and finishing side quests. Higher difficulty multiplies your score significantly but reduces gold earned. Nightmare offers 4x the score of Normal.
RELICS
Relics are rare persistent passive bonuses that last the entire run. Find them in Relic Chambers on the map, as rare Treasure Chest drops, from Road Events, or purchase them at the Campfire for 50g. Relic Chambers offer a choice of 3 relics. Effects range from increased reroll chances and gold bonuses to curse protection and reduced effect percentages.
ROOM MASTERY
Achieve Room Mastery by meeting all three conditions in a standard room: every checklist task completed, bonus objective completed, and zero rerolls used in that room. Mastery grants a guaranteed reroll (no dice roll), +15 bonus gold, and +50 bonus score. Boss rooms and side quests cannot be mastered.
DIFFICULTY MODES
Choose your suffering at the start of each session. Easy reduces curses and increases blessings — good for learning. Normal is the standard experience. Hard piles on more curses, effects, and fewer blessings. Nightmare is intentionally absurd — nearly every room is cursed, effects hit hard, and blessings almost never appear. Gold and shop prices are the same across all difficulties.
FLOOR THEMES
Starting from Floor 2, each floor gets a random theme modifier that changes the rules for all rooms on that floor. Themes can double curses, boost gold, increase effects, or provide unique trade-offs. The active theme is shown on the map screen.
CHALLENGE MODIFIERS
During setup, toggle optional challenge modifiers for extra score multipliers. Stack multiple challenges for higher risk and reward. Examples include Iron Will (no rerolls, x1.5 score), Overloaded (max effects, x1.3), and Glass Cannon (effects at 80-100% wet, x2.0 score).
FLOOR SCOUTING
At the post-boss campfire, spend 45g to peek at the first two rows of rooms on the next floor. You can swap the two rows to rearrange your upcoming path before descending.
PROFILE & ACHIEVEMENTS
Your player profile tracks stats across all sessions. Earn achievement badges for milestones like defeating bosses, reaching deep floors, scoring high, and completing challenges. View your profile from the PROFILE button during any session.