1. Start Here
Dungeon is a browser-based, GE-supported adventure game built around map exploration, actors, abilities, Essence, containers, party management, and Battle Mode. It may be played with mouse, keyboard, gamepad, and the GE HUD depending on your current device and the build you are running.
Open Dungeon and let the GE HUD, assets, conditions, and active save data finish loading.
Use keyboard, mouse, or gamepad movement to confirm your player actor responds.
Hover, face, or select nearby actors, doors, chests, shops, and special tiles.
Use Action A or Action B to interact, open panels, trade, level up, fight, or trigger map behavior.
Dungeon uses the word actor for active map entities. That includes enemies, merchants, chests, body bags, party members, interactive features, and any map entity that carries behavior.
2. What You Are Doing
Your moment-to-moment goal is to explore the current dungeon map, survive encounters, collect or spend Essence, manage your party and inventory, unlock paths, and use abilities or items at the right time. Some maps are test maps or works in progress, so the local goal may be different from one save slot to another.
Dungeon's rules are condition-driven. That means timing, battle behavior, shop rules, locks, and interaction details may be tuned by the current project data rather than being identical in every map.
3. Screen and HUD
The main view is the Game Portal. It shows the map, your player actor or party, nearby actors, animated ability sprites, panel overlays, GE HUD elements, and contextual feedback. The HUD and panels may change depending on the game state.
| Screen element | What it means | Player habit |
|---|---|---|
| Game Portal | The active play area where map movement and actor interaction happen. | Move only when no modal panel is taking input. |
| Cursor or focus marker | Mouse, keyboard, or GE gamepad focus for hover and interaction. | Hover the target actor or tile before using context-sensitive actions. |
| GE HUD | Shared Gamepad Enforcer overlay controls and supported HUD items. | Use it even while panels are open when a GE HUD item is meant to stay active. |
| Party Panel | Party status, party member selection, inventory, and related controls. | Handle party actions here; normal movement should not bleed through. |
| Battle Mode | Turn/action selection and battle feedback. | Select the intended action before confirming; do not assume the default is safe. |
| Shop Panel | Trade, free transfer, chest access, body-bag access, or level-up service. | Check direction, cost, amount, and target slot before confirming. |
4. Controls
Dungeon supports multiple input surfaces. The exact physical labels can vary by controller, and GE resolves device-specific aliases so that Xbox, Sony, Nintendo, 8BitDo, keyboard, and mouse layouts can be handled without assuming one raw button order.
Core action vocabulary
| Action | Meaning | Typical use |
|---|---|---|
| Move / Face | Move the player actor or face a direction without committing an interaction. | Explore, line up with a door, face an actor, avoid blocking party members. |
| Hover / Focus | Point at or select the intended target. | Target chests, shops, level-up actors, GE HUD items, and battle options. |
| Action A | Primary action. | Confirm, choose, interact, use a selected option, or activate the common action for the focused target. |
| Action B | Secondary/context action. | Back/cancel in many contexts, alternate interaction, or open special actor behavior such as level-up services when hovering the right actor. |
| GE HUD activation | Activate a HUD item through GE hitboxes. | Open overlay items, rankings, or other shared GE-supported controls. |
Keyboard and mouse
Use the on-screen prompts for the current build when they are present. This guide uses the stable action names, not a promise that every map binds every key the same way.
Gamepad
Raw face labels such as A, B, X, and Y are treated as Xbox-style labels by default. Nintendo-style labels are selected only when GE or the device configuration identifies a Nintendo/Switch/Joy-Con/8BitDo Nintendo-style layout.
5. Movement and Exploration
Movement is tile- and actor-aware. Some actors block movement, some can move out of the way, some are hidden, and some tiles or doors require a condition, key, lock amount, or actor interaction before you can pass.
- Face or hover before using a context action on a nearby target.
- Do not assume an actor is hostile just because it occupies a tile. Merchants, chests, body bags, guards, and special map logic are all actors.
- Party members should not step through each other. When a unit moves, members may need to recursively get out of each other's way.
- Guard units may track the whole player unit rather than only the leader.
- Roads, corridors, or authored paths may use Auto-Walk behavior when the current map supports it.
Blocking and Z order
Actors can have blocking behavior and a visual order. If an actor looks like it is in front of you, treat it as interactable or blocking until the game state proves otherwise. Doors and other actors should respect their intended ZIndex and hitbox order so the visible target matches the clickable target.
6. Actors and Interaction
An actor is any map entity that can carry identity, stats, inventory, flags, sounds, BGM, blocking, hidden state, trade behavior, purge behavior, or battle behavior. Player-facing actor types can include party members, enemies, guards, merchants, chests, doors, body bags, special triggers, and level-up services.
When an actor does not react the way you expect, try a different approach: move adjacent, face it, hover it, use Action A, use Action B, or open the relevant panel.
7. Party Panel
The Party Panel is where you review party members, check resources, choose or inspect inventory slots, and manage party-specific actions. Party members may have battle stats, inventory slots, and abilities.
| Party field | Player meaning | What to watch |
|---|---|---|
| Health | Survival resource. | If it reaches a dangerous level, heal, retreat, or end the fight quickly. |
| Stamina | Physical effort resource. | Physical actions may become harder or unavailable when depleted. |
| Mana | Magic or special ability resource. | Save it for abilities that matter. |
| Level | Overall growth and defeat buffer. | Combat defeat costs Player Level; dropping too low can end the actor's run. |
| Essence | Currency/value resource, shown as Ess. | Needed for shops and level services. |
| Action Inventory | Up to 15 item/ability slots for battle and interaction. | Choose the correct slot before spending or confirming an action. |
8. Items and Abilities
Dungeon treats items and abilities through shared inventory slot behavior. Actors can carry up to 15 item/ability slots, and the same amount and depletion rules should apply to ordinary items, abilities, keys, locks, containers, shops, and battle actions.
Displayed sprites
In ability listings, the ability sprite appears before the ability name. If an ability has no animation in the live game, it should show a grey placeholder box. That grey placeholder is specifically for listed abilities without animations, not for every missing sprite in the game.
Amounts are rounded up for display
Stored amounts can be fractional. The displayed count rounds up so the player sees that a partial remaining amount still exists.
stored amount: 0.25 → displayed count: 1 stored amount: 1.00 → displayed count: 1 stored amount: 1.10 → displayed count: 2
- A slot with a visible count of
1may contain a fractional amount. - Using an item, key, lock charge, or ability may deplete part of the stored amount.
- When an amount reaches zero, purge behavior may remove the empty stack.
- Do not assume a displayed count tells you the exact decimal amount.
9. Essence and Appraisal
Essence is the value/currency resource used by shops, appraisal, level services, and other economy behavior. It should display with a space before the unit: 12 Ess, not 12Ess.
For level purchases and sell-back, Dungeon can use an appraisal ramp. If sell-back is available, it may use half-current-level appraisal per tier instead of refunding the original full purchase value.
10. Shops, Chests, and Body Bags
Dungeon uses the shop panel for more than merchants. Chests, body bags, and special actors can use the same transfer machinery. The panel may represent a normal shop, a free container, a two-way trade interface, a level-up service, or a purge source.
| Actor or flag | Player-facing behavior | What to do |
|---|---|---|
| Merchant / Shop actor | Opens a shop panel with costs or trade behavior. | Choose item, direction, and amount before confirming. |
| Chest | Container actor. Chests have Trade and Purge behavior by default. | Take items from the chest or deposit items into it through the shop panel. |
| Body Bag | Defeated actors may leave a body-bag container. Body Bags have Purge behavior by default. | Loot or transfer items at zero Ess where the map allows it. |
| Trade | Allows two-way transfer through the shop panel. | Move items both directions; matching slots are used first, then empty slots. |
| Purge | Free source/container behavior with zero-unit cleanup. | Expect empty stacks to disappear after transfer or depletion. |
Transfer rules
- Matching item or ability slots are preferred.
- If no matching slot exists, an empty slot may be used.
- Fractional amounts are preserved behind the displayed rounded-up count.
- Zero-unit stacks can be purged automatically.
- Panel input is captured while the shop is open, except for allowed GE HUD activation.
11. Battle Mode
Battle Mode opens when the current actor, condition, map, or action triggers combat. While it is open, Battle Mode owns normal input so the game does not accidentally move or interact with the map behind the battle panel.
Check enemy, party member, Health, Stamina, Mana, Level, and available actions.
Move focus to the desired action. Selection state matters.
Use the confirm action only after the highlighted action is the one you want.
After battle, check dropped items, body bags, level loss, and party status.
Battle stats
Battle actors can use Health, Stamina, Mana, Essence, Level, and a 15-slot Action Inventory. Health, Stamina, and Mana can each have current, minimum, maximum, regeneration, enchanted, and undead-style behavior depending on the actor data.
Defeated enemy actors may be removed from the blocking map and replaced with walkable body-bag tiles. Enemy body bags are expected to be brown; player body bags are expected to be dark grey when that state is used.
12. Levels and Defeat
Level is both progression and a survival buffer. In the current Dungeon rules, combat defeat costs 1 Player Level. If the resulting level is 0 or less, the defeated player actor is expired.
Level-up services
Some actors can provide dedicated level-up shop behavior. When an actor has the right level-up and shop behavior, use Action B while hovering or focusing that actor to open the level-up service.
- Level purchases may cost Essence based on an appraisal ramp.
- Sell-back, when available, may use half-current-level appraisal per tier.
- Check the cost and resulting level before confirming.
- Do not open a level service in a hurry while a battle or other panel is already active.
13. Doors, Keys, and Locks
Doors and locks can use the same amount/depletion rules as other items. That means key and lock amounts can be fractional internally while the displayed count rounds up.
- Face, hover, or focus a door before interacting if the action is directional.
- A key count of
1may be a partial remaining amount. - A lock may consume a fractional or full amount depending on conditions.
- Door behavior can depend on actor blocking, ZIndex, current conditions, and inventory state.
- If a door does not respond, try moving adjacent, facing it, using the other action, or checking inventory.
Because Dungeon is data-driven, not every door is only a door. Some door-like actors may also carry BGM, hidden trigger behavior, trade logic, lock logic, or battle conditions.
14. Audio and Areas
Dungeon can attach BGM behavior to actors, not only to fixed map regions. Any actor can carry BGM behavior, and tracks can loop or crossfade when the authored data calls for it.
If audio seems silent at first, interact once inside the Game Portal and confirm the tab is not muted. Crossfades may take a moment, especially when a save slot loads a different track set.
15. Saves and Active Slots
Dungeon can save active map and project changes into server-side storage. That means the active play state may come from a selected private save slot rather than the original public source assets.
- Use the intended save slot when testing a map.
- Do not assume the public default is the one you are currently playing.
- If a shop, chest, door, or battle changed recently, reload the active slot before judging the behavior.
- If the Editor and the game disagree, check which slot each one is using.
16. Troubleshooting
| Symptom | Likely cause | Player-side check |
|---|---|---|
| I cannot move. | A panel may be open, a blocking actor is in the way, Auto-Walk is waiting, or input focus is captured. | Close Party, Battle, or Shop panels; click the Game Portal; try a different direction. |
| My click activates the wrong thing. | Another panel or GE HUD item may be on top, or the target's hitbox/ZIndex is not what it appears to be. | Move the cursor away and back, close overlays, then hover the target again. |
| Battle chose the wrong action. | The selected action may not have been the one you thought was highlighted. | Move selection deliberately, wait for the highlight, then confirm. |
| My item count is confusing. | Stored amounts can be fractional while display counts round up. | Treat displayed counts as availability, not exact decimal amounts. |
| A chest behaves like a shop. | That is expected. Chests use shop-panel transfer behavior and have Trade/Purge behavior by default. | Use the panel to take or deposit items. |
| A body bag can be looted. | That is expected when a defeated actor leaves a purge-style container. | Use the shop/container panel and watch for zero-Ess transfer. |
| Audio starts late. | The browser may require an interaction before audio is unlocked. | Click or press a button in the Game Portal once. |
| The map differs from the files I expected. | The active server-side save slot may be overriding public source assets. | Check or reload the selected save slot. |
17. Quick Reference
Move, hover or face, use Action A/B, read panel feedback, collect or spend resources, check party state, continue exploring.
Party Panel, Battle Mode, and Shop Mode capture normal input. Close the front panel before trying to move on the map.
Use “actor” for enemies, merchants, chests, body bags, party members, doors, triggers, and special map entities.
Amounts can be fractional. Displayed counts round up. A visible 1 can mean a partial amount remains.
Currency/appraisal displays as Ess with a space, such as 12 Ess.
Chests default to Trade and Purge behavior, so you can take from them and deposit into them through the shop panel.
Defeated actors may leave walkable, lootable body-bag containers with purge-style zero-Ess transfer behavior.
Combat defeat costs 1 Player Level. A resulting level of 0 or less expires the defeated player actor.
The active server-side save slot can override public originals. Always verify the active slot when testing behavior.
Glossary
| Term | Meaning |
|---|---|
| Actor | Any active map entity: player, party member, enemy, merchant, chest, body bag, door, trigger, or special feature. |
| Action A | Primary confirm/interact action. |
| Action B | Secondary/back/context action, including level-up service activation on the right actor. |
| Battle Mode | Combat panel where selected actions, stats, and resources matter. |
| Ess | Essence currency/value unit. |
| Trade | Two-way transfer behavior through the shop panel. |
| Purge | Free container/source behavior with zero-unit cleanup. |
| GE HUD | Gamepad Enforcer overlay/HUD controls shared by GE-supported games. |