ONE MOVE, ONE TURN
WASD or the arrows move. Every step you take, everything else takes one too. Walk into a program to hit it. SPACE passes a turn — worth it when something is walking into your reach.
CYCLES
Your energy. It refills one point every third turn. 1 PULSE hits everything beside you. 2 DASH covers three cells in one turn. 3 PHASE lets you walk through walls for three turns — the cleanest escape there is.
THE PROGRAMS
BIT is fodder. SENTINEL hunts. TURRET never moves and shoots anything it can see. WRAITH ignores walls. Every fifth layer a WARDEN holds the stairs and calls for help.
DEATH IS PERMANENT
But the grid remembers. Reach far enough and your next daemon starts stronger. Find the stairs, press ENTER, go deeper. There is no bottom.