A cozy-fantasy extraction raid. Loot the woods, dodge the wardens, get out alive.
Best haul: 0 πͺ Β· Raids survived: 0
Developer
π Tuning
Most values apply live. Re-roll for spawn / enemy / density / map-layout changes; map size needs a page reload.
π Bag
π Safe Pocket survives death
Your Bag
Container
Your bag
π Loadout
β‘ Power 0
π‘ Equip gear into slots Β· spend π blueprints to Upgrade a piece Β· Scrap spares for more. Higher β‘Power survives deeper raids.
π Blueprints: 0
Select an item to inspect, equip or upgrade.
π¦ Stash
Extracted!
βΈ Paused
Leaving or retrying forfeits this run's loot.
β How to play
Tap to move. Your raider runs the shortest path to where you tap β a measured pace.
Double-tap to sprint π¨ (burns stamina β the blue bar β and stops when it's empty). Swipe to dodge-roll π€Έ in that direction with brief invincibility (also costs stamina).
Open the πΊοΈ map (button or tap the minimap) to see all points of interest β the Keep, Market, Hollow, Vault β and tap anywhere to set a route there.
Tap a chest / door to walk over and interact. Chests take a few seconds β stay close.
Tap an enemy to approach it. Reaching one from behind unseen = backstab (massive crit).
You spawn somewhere safe β no enemy can reach you at first. But suspense builds: patrols drift, and the longer you linger the more they close in.
You echo-sense PvE creatures β pulsing sonar blips and their gaze cones even in the dark, so you can weave between them. Rival raiders π₯· stay hidden in the fog.
Creatures juke side-to-side to stay hard to hit β keep your fire on target. A clean backstab from behind is your hardest-hitting strike, and it's silent.
They fire rarely but hard, with a red charge wind-up before each shot β swipe to dodge-roll it. Getting hit (or caught by the converging pack) HURTS. Stay out of the cones.
Combat is loud. Gunfire, cracking chests, and especially deaths ping the map π and draw mobs and raiders to investigate. Backstabs are silent β the stealthy way to thin a patrol.
It's a living, 3-way world. Creatures hunt raiders too, not just you. Rival raiders π₯· loot chests, flee from danger, and call their own portals β when you see a portal you didn't summon, rush it: a loaded raider is boarding, and their haul drops if you drop them.
Raids last 10 minutes. Heed the warnings: a Wildmagic Storm consumes Thornwood at the end β anyone still inside is lost.
If an enemy sees you, you both open ranged fire automatically. Backstabs ignore the Power check, so stealth beats brute force.
Hide in bushes πΏ and behind walls to break line of sight.
Every floor has a guardian. A Gatekeeper (or the floor-5 π Boss) guards the Descent Portal π β beat it to open the way DOWN to the next floor (and bank your haul).
Two ways out. The Descent Portal takes you deeper (progress); plain Safe Exits just bank your haul and leave (no descent). Either way you keep what you carry.
Build sets (Hunter / Stalker / Bulwark): 3 matching pieces unlock a bonus. Spend π blueprints to upgrade gear.
Boarding is loud and slow. Stand on a portal to board β it pulses noise that pulls enemies in, and a hit pauses it. Hold the area clear to get out.
Die and you only lose this raid's loot β never your gear, and never your floor progress. So push your luck.