Level 2 — choose one
The date decides tonight's room. Walk a different one whenever you like — a borrowed night is free roam: same layout, its own cast, never ranked.
The job: survive 300 turns of your own escaped experiments, then walk out of the Sealed Door before turn 360. One night a day — the date is the seed, so everyone who plays today fights the same room, the same cast, the same draft luck. Escape on consecutive days and the streak climbs; the snippet you share carries it.
You only decide where to stand. Agragal's spells fire themselves — eight centuries of practice. Move, and everything else happens around you.
The pad moves you one tile: WASD or the arrows, QEZC for the diagonals, numpad 1–9. The centre of the pad — or Space — waits a turn, which is often the right move.
That is the whole interface. Agragal casts nothing by hand — his spells fire themselves, and every one of them comes from the level-up draft. Which five of the twelve spells you carry, and which sigils back them, is the entire strategy.
Every spell has its own sound, so you can hear what fired without looking away from the horde. The speaker beside Share turns it off, and remembers.
A red arrow on the edge of the screen means something is charging a spell at you from off-screen. The gold arrow always points at the Sealed Door — follow it when dawn comes.
A red tile burns next turn, never this one. You always have a full move to leave it. If you got hit, the exit was there.
An undead that is charging a spell glows red. That is the one worth killing.
Every room has its own, and they are never hidden — the glowing ones are armed. They do not care who trod on them, so walking the horde over one is a tactic. The damage is small; losing your next move is not.
Everything you unmake drops a teal mote, and it stays where it fell. The faint glow around you is your reach — walk it over a mote to take it. Soul Lantern widens it — two tiles at once, then one a rank — which is most of why it is worth a pick.
Collect enough and you remember a spell: pick one of three with 123.
Agragal and anything he raises wear witchfire — the magenta nothing else in the sanctum uses. If it glows pink, it is on your side.
Survive to turn 300 and the phylactery ignites: nothing that touches you survives touching you, and the Sealed Door unwinds. Reach it before turn 360, when the sun clears the window.
Both sides can crit and whiff. Gold numbers are crits, grey ones are misses — yours and theirs.
R restarts the day. Only your first run each day is ranked. The sanctum has four rooms; which one got ruined last night depends on the date — each with its own cast of escaped experiments. The Dominions button walks you into any of them for a free-roam night (never ranked). Each room favours three spells of its own — they turn up in the draft twice as often there, so the night has a flavour before your first pick. Each room also has its own music; the date picks the tune.