I BUILT THIS TO BE MEAN.
LEVEL
SUR
E
Run right. Touch the real door. I lie about the floor the whole way.
- 16 rooms in world 1, then boss stage 1
- 35 rooms in world 20
- Dash starts in world 3
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.
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.
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.
Name, number, pips. Lit pip is where you are. Red pips are rooms you already got through. Wear them.
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.
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.
How long this world run has lasted, and how many times the room beat you. That second number hurts more.
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.
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.
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.
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
- Rooms15 + D D1 is 16 handmade rooms plus boss stage 1. Seeded worlds: roomCount(d) = 15 + d.
- Width+5 / dim stageWidth = 32 + 5×(D−1). Later floors stretch so traps aren't glued to the old 32-wide map.
- ShaftsD4+ · ~1/4 Not every room. A seeded quarter make you ascend or descend eight or ten tiles. Saws and beams stay off the steps.
- Trap budget10 + climb Starts at 10. Each world adds (2 or 3) + 10. The last room is the boss: ×2 traps, ×3 from world 8, ×4 from world 18. Live numbers sit on the world cards above.
- Activations+10 / dim activationCap = 4 + 10×(D−1). How many times a multi-fire event can still bite before it's spent.
- RareD2+ 1 movement gimmick per room. D10+ up to 2. Cap lives in worlds.js caps.rare.
- EntityD5+ 1 horror gimmick. D10+ up to 2. voidFog needs D9+, huntLight D10+.
- ApexD8+ sparse (seeded 1-in-8). D10+ common: tier = 1 + floor((D−10)/3), sometimes tier−1. Harder params from D15.
- QTED3+ ~10% of rooms. Presses scale 1→6 by dimension; window shrinks ~0.045s per dim (floor 0.28s).
- Signatures2 / world Always stamped first so every dimension owns a unique lie label. Family reuses core placement rules.
| D | Rooms | Width | Traps | Boss | Act | Rare | Ent | Apex | Signatures |
|---|
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.
- slipICE — low friction while grounded.
- jumpCutHEAVY LEGS — jump height chopped.
- magnetPULL — drag you back along X.
- blinkGONE — floor vanishes for a beat.
- clampJAWS — ceiling and floor teeth close.
- echoDelayed copy of your last move threat.
- stickyTAR — glue on flat floor.
- riftHUNGRY — gap opens (D6+).
- blackoutBLIND — near-total dark ~11.15–11.35s.
- heavyCRUSH — gravity multiplier for ~1s.
ENTITY · HORROR
D5+ · up to 2 from D10. Late params tighten from D14.
- stalkerIT SEES YOU — pursues behind/beside you.
- droneTARGET LOCKED — hover unit that fires.
- rocketINCOMING — horizontal missile.
- voidFogFOG RISING — rising death fog (D9+).
- watcherWATCHING — ceiling eye that tracks.
- sentrySENTRY — side turret pulse.
- swarmSWARM — pack of small chasers.
- phantomNOT YOU — false player / decoy threat.
- huntLightSTAY LIT — moving safe circle (D10+).
- crushBotSTOMP — descending crusher.
APEX · CRUEL
D8 sparse · D10+ common · harder from D15. These are the ones that stack with the budget, not quiet tells.
- reaperREAPER — fast chase silhouette from behind.
- salvoSALVO — triple staggered rockets.
- pincerPINCER — dual saws close the lane.
- guillotineDROP — ceiling teeth slam a wide row.
- abyssABYSS — wide floor delete + spikes under.
- eclipseECLIPSE — blackout + hunt light combo.
- snareSNARE — brief lock then floor teeth.
- orbitSawORBIT — saw on a vertical bob.
- crossfireCROSSFIRE — dual sentries opposite sides.
- leechLEECH — hard magnet pull + teeth.
- shardRainRAIN — falling spike columns.
- wraithWRAITH — phase chase entity.
- mineLineMINES — delayed floor teeth ahead.
- gravLockFLIP — gravity reverse + lock mashup.
- seekerSEEKER — homing threat on your X.
- collapseBETWEEN — floor sandwich / crush lane.
- barbedWindBARBS — wind plus hazard spray.
- mirrorBoltMIRROR — reverse-side laser bolt.
- pitBeastPIT BEAST — rising threat from a gap.
- judgmentJUDGMENT — wide delayed sentence on the lane.
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.
- Classic 96 bars Shared drums, pads, and lead. Roots and tempos still follow the world cycling behind you. The in-game worlds now sound nothing like this on purpose.
- Root Hz The chord follows the world's root note. Nullscape sits at 92.5. I got weird about this.
- Mute 🔊 Speaker in the top bar. Same place energy as the in-game mute, without the trap heat.