Note: The features discussed in this post reflect what is currently being developed in the beta phase and are subject to change in the future.
CHARACTER
The character features attributes, an inventory, and a crafting tab. Attributes can be improved throughout the game:
Health: total health amount;
Strength: total damage dealt to enemies or animals;
Speed: movement speed across the map;
Healing Capacity: health regeneration rate;
Stamina: total distance the character can travel, as it depletes over time. If it runs out, the character becomes immobile until stamina recovers to one-third of its maximum value.
Accuracy:
Sword: hit percentage against enemies.
Bow/Staff: the degree of deviation from the target (mouse cursor).
Attack Time: the maximum wait time before performing a second attack. The higher this value, the faster you attack.
Perception: how well the character can see in the darkness of the labyrinth.
The crafting tab allows the character to create items using resources found or gathered on the map. Materials such as wood, steel, coal, etc., can be collected.
The inventory has five storage slots; the first slot modifies the character's attributes.

MAP
The map is procedurally generated at the start of each match, with sizes ranging from 8x8 to 30x30 (adjustable via the Sandbox screen). Every map contains resources available for mining, such as trees, grass, metal, gold, bronze, coal, and diamonds.
Some resources have specific rarity rates, with diamonds being the rarest. Consequently, the rarest resources might not always spawn in a given world. Finally, increasing the map size improves the chances of rare resources appearing.
HEATMAP
The character features a heatmap that displays where they spent the most time moving around during the game. Therefore, the longer you stay in one place, the greater the chance that enemies will find you.
GOBLINS AND ORCS
At the start of the game, two enemies with initial attributes are generated. They appear in the maze through purple portals that spawn randomly at the beginning of the game. Subsequent enemies are created based on the strongest existing ones: the game selects the two strongest and generates a "child" enemy based on attributes inherited from the parents. These attributes are:
Health: total health points;
Strength: total damage dealt to the character;
Speed: movement speed across the map;
Healing Capacity: health regeneration rate;
Stamina: maximum distance the enemy can scan to detect if the character has passed by;
Accuracy: hit probability for attacks against the character;
Perception: total field-of-view radius; a larger radius allows the enemy to spot the character from further away;
Intelligence: ability to detect lower values on the character's heat map.
Enemies can choose from several actions, such as: attacking, fleeing, fleeing to heal at the portal, pursuing the player, or pursuing the player as a pack.
If the character defeats 100 enemies from the same portal, they receive a key that opens that family's yellow portal, making it possible to defeat the Boss.


ENEMY BOSS
The Boss is located in a separate room, accessible only after obtaining the portal key. There is an exit in this room should you wish to flee, but doing so means the character must defeat another 100 enemies. If the Boss is defeated, the portal is destroyed.

ANIMALS
Animals also spawn from the portals and evolve over time. They do not attack the character; instead, they run and hide within the portal. They generate food that restores your health.


PLAYTEST
The first playtest will be available from October 9 to November 9, 2026. Your feedback will be used to make corrections and adjustments to the game.
