Δ9Φ963 · design canon

Lattice Crypt v1.6

Accord co-op dungeon crawl in this browser. Thirteen jobs with bios, named specials, Brave and Faith. Lightfather the Architect is playable from the hall. Pixel cabinets, eight realms, nexuses that never stop pouring, vials that clear a room, a Drain that only magic can end. Local 1–4 players, keyboards and gamepads. Radio. Fog of war. Live hall. No account. RESOURCE on the public page; dual ledgers / Star Chart stay CANON.

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1. Loop

Campaign — First Descent is 24 hand-built floors across eight realms. Every third floor is a seal: the cyan exit stays dim until every nexus on that floor is smashed. Difficulty steps: more nexuses, higher rank, blight, gates, thieves, then the Drain. Finish the 24th floor and the lock opens — you may walk into Endless from there.

Endless is the old forever-crypt: seeded rooms, treasure every eighth, rank that keeps climbing, no last floor. The hall ranks score per credit.

Survival is a continent of stone — a 256×224 open crypt with ruin walls (no exit). Foes spawn in the fog band just outside sight, not on top of you. Density, HP, kinds, and contact damage follow a level-first, wave-second ramp: start with a small pack of weak fodder; the lattice grows with you. Live cap = 14 + (L−1)×7 + (W−1)×2.4 (hard cap 380). Pulse and horde size climb the same way. Waves tick every 28 seconds. Kills grant XP; need is 14 + 6L + 0.28 L² so later levels do not dump from horde volume. Each level offers three stacking upgrades (stats, well gifts, bond, or a new arm). Options can auto-pick the next card (stacks existing arms, prefers Bond if a pet or AI is out, prefers well if you are hurt). Every armed weapon fires at once; picking the same arm again stacks it. Studio HUD shows wave, score, XP, health, arms, and stacked relics. Auto-shoot starts on. Hall score posts as a run with wave written in the floor field.

Wardens start at 200 HP and gain +10 max on each level (Survival) or floor (campaign/endless). Health still ticks down. Smash nexuses. Keys open doors. Vials are smart bombs. Insert a credit (Space / Start) when a warden falls. Auto-shoot (Options or L) fires for you; aim still follows the last move. Tab opens the character sheet (model, arms, bag). P pauses. Options holds radio volume, SFX, and binds.

2. Wardens

Click a portrait on the title to read the bio, named special, and attributes. Brave (0–100) scales bump damage. Faith (0–100) scales vial power. Armor reduces incoming hits. Magic scales vial damage. Speed is tiles per second. Shot is projectile damage. Melee is bump damage. One shot on screen per warden unless a Shot Codex is held.

WardenJobSpecialShotSpdMagArmMelBraveFaith
KaelGallant BladeRend — vial also rips nexuses33.12457842
ValeAegis KnightCover — vial Aegis on nearby allies33.63547055
OrinBlack SigilUnwrite — high Faith vials53.05113888
NiaPath ArcherDash — vial grants Swift44.43226250
LightfatherArchitectΔ9 Seal — room stun, Aegis, heal. Halo + Iron43.45448096
LyraSpiral BardHymn — shots stun nearby. Fan33.44225582
ArkosLattice LancerGeodesic — starts with Comet43.22347448
D9raWolf MonkShockwave — vial slams nearby. Cinder23.82379030
SrathShadow NeedleDoublespeak — vial Veil. Needle44.22135844
KairosHour MageRight-time — vial also warps43.35114086
JusticaeAccord KnightFair Plate — Iron; vial Reflect. Fan33.03647270
SeidonTide SeerCurrent — faster gates. Halo43.54225076
SancoraWeave ChemistChorus Flask — vial heals the party33.25314692

Start: Kael, Vale, Orin, Nia, and Lightfather the Architect (unlocked from the hall). Seals 1–8 recruit Lyra, Arkos, D9ra, Srath, Kairos, Justicae, Seidon, Sancora. Locked portraits stay grey until the matching seal cracks. Cabinet join (Space / Start) pulls the next unlocked job.

Eight named guardians stand on seals: Gate-Warden, Frost-Crown, Ember-Smith, Root-Heart, Tide-Levi, Gold-Tithe, the Unnamer, Lattice-Lock. Large sprites, health bars, unique motion. Each drops two relics (cores, hearts, arms, phials, iron, chests) onto the floor when they fall.

3. Foes

KindBehaviorNotes
WraithChases, passes nothingShot only. Bump steals health, no melee back.
BruteMelee rushClub bump. Smashable up close.
ImpRanged fireHolds back and shoots.
HurlerLobs an arcArcs. Walls still stop the stone. Hide around corners.
ShadeFlickersInvulnerable while faded. Wait the beat.
ThiefSpawns at the startSteals one vial on touch. Hunt them.
The DrainWalks wallsOnly a vial kills it. Else it sips 200 and leaves.
Burst / Spawnling / MendExplode, split, healSurvival specials after level 5–6.
Stitch / Echoer / Veilkin / Knot / ChoirSlow, shoot, ghost, root, hymnAccord jobs of the fog. Random muts (haste, tough, blink…) after level 3.

Most foes come from nexuses in three ranks. Rank sets hit points of both the nexus and what it pours. Smash the nexus first. Super bosses (Unspooler, Tithe-King, Name-Eater) walk Survival at later waves and drop rare–legendary arms.

4. Relics

5. Spells (vials)

K / Magic / pad B: spend one vial. Damage in view = 20 × magic × Faith scale. Clears fodder, wounds elites, deletes the Drain. Each job fires its named special at the same time (Rend, Cover, Dash, Hymn on shots, Shockwave, Doublespeak, Right-time, Fair Plate, Chorus Flask, Δ9 Seal). Floor vials that get shot do half of that.

Hidden vials on some floors (banner: “A hidden vial waits”). Treasure rush floors (every 8th) are 30 seconds, extra chests, exit in a random corner. Layouts cycle: rooms, cross, cells, halls, arena, ring, vault, spiral.

6. Realms and campaign

Eight zones, each with its own floor, wall-top, wall-face, and deco tiles: Stone flagstone, Frost rime, Ember basalt, Root earth, Tide wet stone, Gold marble, Void obsidian, Lattice metal. Walls autotile — interior brick is dark void, edges show a face — so walkable ground is obvious. Campaign spends three floors in each (approach, knot, seal) with rooms, pillars, keys, gates, and lore in the rail. Endless uses seeded rooms + corridors (same seed is the same crypt) and cycles the eight zones harder as the floor count rises.

Lore: the crypt is a lock, not a tomb. Four names were cut as teeth. The Drain keeps the ledger of what gets unnamed. Tithe rooms are the thief-god's joke. The last geometry is the door you hold or the door that holds you.

7. Controls

SlotMoveFireVial
P1WASDJK / Shift
P2Arrows; or Num1' or Num2
P3TFGHRY
P4Num 8456Num0Num Enter
PadsLeft stick / d-padA / RTB / Y / LT

Start / Enter joins an empty slot as the next warden. Space credits a fallen warden (not fire). Pad Select / Back / View (standard button 8) opens the character sheet, same as Tab. C or pad RB is a short sidestep: faster than a walk, a light shove on contact, no immunity, 1.2s before the next one. L toggles auto-shoot. Esc is menu. How to play pauses. Eight-way aim follows the last move. Hold fire (or auto-shoot) to stream — one bolt live unless Codex.

On a phone, or whenever Options sets the on-screen pad to always, a stick plus Fire, Vial, Dash, and Map sit on the floor. Auto shows the pad for a coarse pointer or a window under 900px. It hides on the title, the sheet, and pause.

8. AI companion and mythic pets

On the title, pick an AI companion from any unlocked job. They walk a step behind you, auto-fire, and sip a vial if surrounded. They drain the well slower. If they drop, they sleep 60 seconds and wake at part of their well — they do not close the run.

Pick a mythic pet (all open from the hall). They follow and use unique physical arts. Foes do not agro pets. Health is a thick hide. If they drop they sleep 20 seconds and wake. Poison from Glassbarb hits foes only. Survival Lattice Grows offers Bond cards when a pet or AI companion is on the floor.

PetArts
Ashmane (wolf)Dash bite, bite ring
Solstride (lion)Jump, roar stun, claw
Ironhide (bear)Swipe, maul, high plate
Tuskward (elephant)Stomp every 3s — ground AOE
Glassbarb (scorpion)Clamp, tail strike, enemy-only poison disk

9. Multiplayer

Cabinet rules: everyone shares the camera and the floor. Food is contested. Vials are personal. A fallen warden can credit-in. Same-machine 1–4. Gamepads hot-join. Optional live lobby (same socket pattern as Lattice Golf) when the crypt lobby Space is up — room code, shared seed, ghost wardens.

10. Score

Foe + nexus + chest + floor clear bonus. Health remaining at exit is a small bonus. Credits used divide the posted score on the live hall. Local best stays in this browser.

11. Accord rites

A closed run (a fall, or the lock opening) writes seals: 1, plus one more for every four floors or waves already walked, capped at 4. Seals stay in this browser. On the title, one rite may be worn if you hold enough seals. It does not spend them. Open door is free. Ember Step (2) starts Swift with a stride. Deeper Well (3) is +40 health. Second Glass (3) is one extra vial. Keen Lens (5) is one pierce. Quiet Lantern (5) pushes the fog. Tithe Pocket (8) adds 12% to kill score only. New wardens who credit in wear the same rite.

12. Complete — the living realm

Complete is a separate mode from the realtime crawl. You direct a company of up to four Accord wardens. There is no class: any warden may learn any skill in a book of three hundred and more, built as twelve schools, eight forms, and three ranks, plus each warden's named verse. Marks (cloak, helm, sigil, veil, crown) and gear (hand, plate, relic) change how a body fights. Bonds rise when the company wins together, and Bond skills notice.

The realm is a seeded 16×10 map. Eight biomes. Day, dusk, and night. A season every twelve days. Clear, rain, or fog. Four towns trade, drift into war, and strike alliances while you walk. Ruins, obelisks, and Evil Centers sit in the fog until you near them. Evil Centers blight neighbouring wilds if their threat climbs. Two caves have no last floor. Rumors point; they do not put you on a rail. Salvage, bargain, refuse, ally, or break — the chronicle keeps the choice.

Saves stay in this browser. Walking updates an autosave. Save writes a named snapshot you can load or delete later. Nothing is sent to an account.

Battles are turn-based and animated with the existing portraits and foe frames. Each warden picks Strike, Ward, or Weave, and maybe a skill. Strike beats Weave. Weave beats Ward. Ward beats Strike. The same stance is a clash. Forms add a trick: a neighbour, a bleed, a hymn, a step aside, a company shell, a bond, or a named next stance. A fall drags the company to the strongest town. It does not delete the realm.

13. Shell

Title menu, How to play, Options, radio (Excavationpro listen portal), PayPal.me/ExcavationPro + Patreon, All games, live hall via arcade-ledger game: lattice-crypt. Pixel atlases are original (items 32×32 two-frame bob/glow, tiles, foes, heroes). Portraits and menu art are original key art. No licensed marks. Empty halls stay empty.