Warning · the floor is lying · warning · the door is lying · warning · the floor is lying · warning · the door is lying

tap anywhere for the classic soundtrack

I BUILT THIS TO BE MEAN.

LEVEL SURE

Run right. Touch the real door. I lie about the floor the whole way.

The red character hanging between a row of ceiling spikes and a row of floor spikes.
Between the spikes. This is most of the game.

THE DEAL

Touch the door with the gold roof. That room is over. I spend the rest of the game pushing you at the other one.

  • Door Gold roof, red door. That one is real.
  • Fake Same shape, duller gold. In Knock Knock the joke is on the right. People run right, so I put it there.
  • Rooms World 1 has 16 handmade rooms, then boss stage 1. World 20 has 35. Clear a world and the next one opens.
  • Death You die, I talk trash, same room again. The skull number stays.
  • Save This browser keeps your deaths, your time, and how far you got. Wipe the site data and I forget you.
Knock Knock. A small door sits on a high ledge at the left. Another door stands at floor level on the right.
Knock Knock. Right door is the joke. I still like this one the most.
Wait For It. The character stands under a full row of ceiling spikes, with another row of spikes pointing up from the floor.
Wait For It. The floor comes back at 1.9 seconds. Jump early and the ceiling gets you.
Trust Me. Ceiling spikes have come down over the character while red shards fill the air.
Trust Me. I named it that so you would trust it.
Shiny. Three gold coins hang over a long pit of spikes. The exit door is on a ledge to the right.
Shiny. Those coins blow up. A coin that kills you is funnier than a coin that helps.

KEYS

Keyboard on a computer. Buttons on a phone. I should have given you dash in world 1. I waited until Frostbite, world 3, and people got stuck on ledges. That was stubborn.

←→AD Move
Space↑W Jump
Shift Dash · D3+
R Retry. I use this more than jump.
Esc Pause
🔊 Mute, up in the bar
Backwards. Dust hangs over the bricks in front of the character. Two platforms float in the dark, and the door is at the far right.
Backwards. Left and right swap for a second. I still mess this up.
Buzz. A spinning saw waits on the bricks just left of the exit door.
Buzz. The saw by the door starts following you.

THE BAR

The top bar is the only narrator. It even lies about trap count until something real fires. I did that on purpose. Petty? Yes.

????

Stays question marks until a real trap fires. Dust and glow don't tick it. I wanted that little dread in your stomach.

Room

Name, number, pips. Lit pip is where you are. Red pips are rooms you already got through. Wear them.

SURGE

Survive traps inside 2.4 seconds and it stacks. Hit ten and it prints SURGE x79437924 like a maniac. Die and it's gone. I know. Mean.

Shards

Gold coins. In SHINY and LAST LAUGH they blow up. Everywhere else they're safe. I still go for them. I can't help it.

Time

How long this world run has lasted, and how many times the room beat you. That second number hurts more.

Rating

Full clear: 79,437,924 × (90 − deaths) × (260 − seconds). Neither factor goes under 1. I save your best score next to your worst deaths. Romantic.

Checkered. A long brick floor with a dense row of spikes visible in the gap underneath, and the door at the right.
CHECKERED. Some bricks are paint. I die here every time I show the game to someone.
Up Is Down. The exit door sits on a brick platform against the ceiling. A pit of spikes breaks the floor.
UP IS DOWN. Gravity quits. Door's on the ceiling. I almost softlocked myself building this.

NULLSCAPE

Dimension 1 is handmade. I placed every trap. Sixteen rooms. Last Laugh is the sixteenth, and it is a room again. Boss stage 1 is the seventeenth. Flat floor. 20 traps. The door waits until you walk up, then it moves 7 times. Later worlds come from a seed. Same seed, same pain. These rooms I made angry.

Fall In. A row of ceiling spikes, and the exit door sitting down inside a hole in the floor.
FALL IN. Yes, the hole. I know it feels wrong. Jump anyway.
Through. A low brick wall sits in the middle of the floor, with spikes packed underneath it. The door is at the right.
THROUGH. That wall is paint. Walk into it and feel stupid with me.
Frostbite. The character is in the air under red ceiling spikes, heading toward a door on a raised ledge. A brown brick sits in the floor.
D3 FROSTBITE. Brown brick gives way. I put it where your feet want to rest.

TWENTY WORLDS

I made the last room of every world a boss. The floor is flat. I got tired of the stairs. The door waits until you walk up to it. After 30 seconds the boss gets bored and drops the door somewhere you are not standing. Each one has 10 shots of its own. It flies the whole room. I made the shots twice as fast. Boss rooms get their own drums under that world's song. The last world is slower, and heavier. A square shows up first. You get a beat. If its shot gets you, it talks, in its own color. Die to a room trap and you still get the old line. Twice the traps. Three times from world 8. Four times from world 18. World 1 moves the door 7 times. Every world after that adds 2. When the moves are gone the face goes tired and mean, it falls, and it blows up. The blast kills. You can still grab the door. Trap count starts at 10, then each world adds the old climb plus 10 more. Rooms grow by 5 blocks every world. From D4, about a quarter of the rooms are shafts: you climb to the door, or you drop to it. The steps stay clean. The traps wait on the flat. Rare gimmicks from D2, horror from D5, apex from D8 — and from D10 the cruel ones stop being lonely. Each world still gets two signature traps that only live there. Full roster and unlock curve live under Traps.

Ashwell. Brown ember sky, stepped brick towers, a gap with spikes at the bottom, and two spikes hanging in the air.
D2 ASHWELL. Ember sky, 122 bpm. The gap is open before you even ask.
Bloomvoid. Purple spore sky. A bounce pad is set into the brick floor, with small platforms stepping toward the door.
D4 BLOOMVOID. Pretty spores. The gold pad throws you. I like pretty things that bite.
Iron Clock. Olive sky with sparks. Brick stairs climb toward the door, with spikes hanging over the steps and more spikes in the gaps.
D5 IRON CLOCK. 132 bpm. Teeth over the stairs. My favorite kind of rude.
Toxic Gut. Green rain. Brick stairs rise toward a high door, with spikes in the low gap.
D6 TOXIC GUT. Green air. The stairs look helpful. They aren't.
Static God. A dark blue room broken into platforms, with a single brown crumble brick on the middle platform.
D9 STATIC GOD. Static in the sky. That brown brick will not hold you. I checked.
Hunger Moon. A red sky. Brick stairs step down into a pit where a saw is waiting, then back up to the door.
D12 HUNGER MOON. Looks soft. Saw in the pit. 108 bpm so you have time to panic.
Salt Cathedral. Pale snow sky. Tall brick columns with a spike-filled gap between them, and the door up on the right.
D14 SALT CATHEDRAL. Snow. Tall columns. The gap wants a prayer.
Redshift. A deep red sky. A bright horizontal beam crosses the first platform, with spikes hanging above the gaps.
D15 REDSHIFT. Beam on the first step. Getting closer doesn't help. I broke the distance on purpose.
Solar Grave. A gold sky. Dust kicks up at the character's feet on a long brick floor, with spikes in a gap farther on.
D18 SOLAR GRAVE. Dust at your feet. Dust does nothing. I put it there to make you nervous.
Mirror Sea. A dark blue room. Two pairs of spikes hang in the air above a floor that breaks into a spike pit.
D7 MIRROR SEA. Left is a rumor. Teeth in the air, teeth in the gap. I get dizzy here.
Ghostgrid. A green static sky. The floor steps up and down, with a row of spikes in the low stretch.
D16 GHOSTGRID. Floors that used to be. The low stretch is teeth. Ghosts of bad decisions.
Last Light. An almost black sky. The character stands on a high brick shelf beside a gap full of spikes, with the door on a far ledge.
D20 LAST LIGHT. 35 rooms. 127 blocks long. 247 traps, 988 on the boss. If you finish this I will be a little scared of you.

THE MARKS

A room is a tile grid plus a list of traps. These are the tiles. Dust and fake beams don't build SURGE — they're just me whispering "maybe?" in your ear.

#Solid floor or wall. The rare honest tile.
=Looks like brick. Crumbles when you stand on it. I put these where you want to rest.
*Painted brick. You walk through it and feel dumb. That's the point.
iSolid and invisible. FALL IN hides the door behind some. I know. Evil.
^Spikes up from the floor. Pointy. Unfair. Mine.
vSpikes down from the ceiling. Same teeth, worse angle.
BBounce pad. YEET's has opinions, then gravity gets soft. My stomach drops every time.
!Hidden teeth in the floor. Tiny glint if you're lucky. Most people aren't.
oSaw. Sits still, arrives late, or decides it likes you. I gave it a personality. Mistake.
CA shard. In SHINY and LAST LAUGH, greed kills. I still grab them. I'm weak.
EThe real exit. Touch it. Leave. Feel relief for two seconds.
FA door that isn't the exit. Traps wait for you to touch this. I wait with them.

WHAT FIRES

A trap waits for something you do, then answers. Sometimes late, so you think you're safe. You're not. Use this page as the scaling sheet — unlock tiers, caps, and every trap name the generator can stamp.

SCALING

DRoomsWidthTrapsBossActRareEntApexSignatures

IT WAITS

  • WalkPass a column (if.x). Most of the roster.
  • JumpAir tax near spawn. Hope is a trigger.
  • GroundSlip/ice only while grounded.
  • StillDON'T STOP — 0.4s hesitation drops floor.
  • DoorFake doors live in PSYCH and a few handmade rooms. Boss rooms have one real door. The boss flies the floor, grabs the door when you walk up, and after 30 seconds drops it away from you. 7 times, plus 2 each world, then it falls and blows up.
  • TimeWAIT FOR IT ceiling hold → brick at 1.9s.
  • BeenPastBacktrack traps fire after you cleared a mark.

CORE ANSWERS

  • gateFloor spikes, then brick returns. Wide 2-tile variant mid-run.
  • holeFloor deleted, spikes under. Classic betrayal.
  • laserReal beam across the path. Glow decoys don't count.
  • sawOffscreen blade. Chase variants on handmade + signatures.
  • reverseFlip left/right briefly. Cap opens D6+.
  • pushInstant shove toward the open side.
  • dropCeiling brick falls on your lane.
  • lockControls freeze for a beat.
  • windConstant shove, then clears on a queue.
  • sideSide teeth >< pinch the lane.
  • ceilingDown spikes from above, then air again.
  • gravityFlip gravity. Cap from D5+.
  • teleportSnap you backward. Cap from D10+.

RARE · MOVEMENT

D2+ · up to 2 from D10. Spaced off other real hits. Blackout (darkness) is D3+ only, seeded ~1-in-10 rooms — not every level.

ENTITY · HORROR

D5+ · up to 2 from D10. Late params tighten from D14.

APEX · CRUEL

D8 sparse · D10+ common · harder from D15. These are the ones that stack with the budget, not quiet tells.

QTE

D3+ · ~1-in-10 rooms. Keys from a pool that grows with dimension. Fail = death. Window = max(0.28, 1.15 − 0.045×(D−1)). Presses: D3=1, D4=2, D8=3, D12=4, D16=5, D19=6.

SIGNATURES · 2 PER WORLD

Placed first every room. Lie text is forced to the signature label so you can tell which world bit you.

SOUND

This page plays the classic browser-built mix — the one the game used before every dimension got its own engine. Tap once to unlock it.