S P A R K E D !

3D Mineshaft documentation (player-facing). This document describes: gamepad controls, suits, powerups, boobytraps, waypoints, sounds, scoreboard, win/lose, and generator seeds.

Input: Gamepad only
Mode: 3D Mineshaft
Updated: 2025-12-30

1. Gamepad Controls (as used in-game)

Gamepad-only: 3D Mineshaft does not use mouse, keyboard, D-Pad, right stick, Start/Select, or any other inputs. Only the controls listed below are read by the game.

Movement

  • Left Stick X — yaw left / right
  • Left Stick Y — move forward / back
  • B + Left Stick X — strafe left / right
  • B + Left Stick Y — move forward / back
  • When not on a ladder: gravity is enabled.

    Buttons / Modifiers

    • A — hold to aim jump (Yaw/Pitch), release to jump
    • B — strafe/climb modifier (context-sensitive)
    • L1 — pitch view up
    • L2 — pitch view down
    Actions are state-driven (they depend on your suit, the environment, and what you’re interacting with).

    Focus safety

    If the browser window or tab loses focus, the game forces all inputs to neutral. This prevents stuck buttons or axes when focus returns.

    2. Jumping

    Jump

    Aim

  • A + Left Stick X — yaws
  • A + Left Stick Y — pitches
  • Hold A to aim.

    Commit

  • Release A — apply jump in aimed direction
  • Works while Grounded or on a Ladder
  • 3. Climbing / Ladders

    On ladders: gravity is disabled. Movement is state-based and uses the mappings below.

    Climb Ladder

    Ladder controls

  • Left Stick X — yaws
  • Left Stick Y — moves forward / back
  • B + Left Stick X — yaws
  • B + Left Stick Y — climbs up / down
  • Notes

  • When not on a ladder, strafing is available via B + Left Stick X.
  • On ladders, B + Left Stick Y switches to vertical climbing.
  • Ladder behavior overrides standard ground movement while you are latched.

    4. Suits

    Suits determine what the player is optimized to do, and which resources are emphasized during play.

    Fuel Cell

    Fuel Cell

    Survival / default suit. Uses Energy as the primary life resource.

    Hazmat Suit

    Hazmat Suit

    Protection suit. Emphasizes Shields for surviving hazards and trap damage.

    Defuser Kit

    Defuser Kit

    Trap specialist. Emphasizes Bombs for safely disarming boobytraps.

    Auto-selection (if enabled)

    Some builds auto-select your active suit based on what resources you currently have available:

    1) If Bombs > 0 → Defuser Kit 2) else if Shields > 0 → Hazmat Suit 3) else → Fuel Cell

    5. Powerups

    Powerups are collected by entering their cell. They increase your resources and improve survival odds.

    Energy

    Energy

    Replenishes Energy (your core survival resource).

    Bomb

    Bomb

    Increases Bombs (used to disarm boobytraps in Defuser mode).

    Shield

    Shield

    Increases Shields (used for protection in Hazmat mode).

    Jetfuel

    Jetfuel

    Increases Jetfuel upgrades (mobility / special movement enhancements, build-dependent).

    The HUD / scoreboard may show each resource as: current / collected / total at level start.

    6. Boobytraps

    Boobytraps are hazards embedded in the maze. If you trigger one, it can consume resources, apply damage, or end the run.

    Sea Mine Crate

    1

    Trigger behavior

    • Traps activate when the player enters/contacts the trap cell (implementation-dependent).
    • Many traps use a per-cell cooldown so they cannot rapidly re-trigger.
    • Trap activation may spawn a visible spark effect and play a sound.

    Disarming

    • Traps are safely handled in Defuser Kit mode.
    • Disarming consumes or requires Bombs depending on stage rules.
    • Without proper equipment, triggering a trap may drain Energy/Shields or cause failure.

    Disarm rolls by suit

    Defuser Kit

    Rolls 3–3 units of boobytrap disarmament at the cost of 1 Bomb powerup.

    Hazmat Suit

    Rolls 1–3 units of boobytrap disarmament at the cost of 1 Shield powerup.

    Fuel Cell

    Does not roll disarmament. Each hit instead costs 1 Energy powerup.

    7. Waypoints

    Waypoints are special cells that define starting points, progress markers, and exits.

    Spawn

    Spawn

    The starting location for the stage. Some builds treat spawns as activatable waypoints (checkpoints).

    Exit

    Exit

    The objective waypoint. Reaching the exit (while alive) completes the stage.

    Waypoints typically activate when you enter their cell.

    8. Sounds

    Audio provides feedback, atmosphere, and confirmation for game events.

    Common sound categories

    • Powerup collection
    • Boobytrap activation / defuse
    • Movement / ladder / special movement (build-dependent)
    • UI confirmations
    • Background ambience/music (if enabled)

    Playback rules

    • Many sounds are single-shot (“once”).
    • Some sounds loop (background music) and may pause while unfocused.
    • Cooldowns may limit repeated triggers (especially traps).

    9. Scoreboard / Player HUD

    The Player HUD displays live player state, resources, progress, and stage controls.

    Player HUD (bulletin)

  • Position (Y,X,Z)
  • Aim (Yaw / Pitch)
  • SuitSuit (Defuser Kit, Hazmat Suit, Fuel Cell)
  • EnergyEnergy (current, collected / goal)
  • BombsBombs (current, collected / goal)
  • ShieldsShields (current, collected / goal)
  • JetpackJetpack (current, maximum, collected / goal)
  • Sea MineBoobytraps (disarmed / goal)
  • SpawnSpawns (activated / goal)
  • ExitExits (activated / goal)
  • SparkSparks (current / goal)
  • StopwatchTimer (current session duration)
  • HUD Controls

  • Map dropdown — select a previously played map
  • Seed box — enter a map name / generator seed
  • Reroll — regenerate using the current seed
  • Now — immediately reroll and apply current timestamp
  • Hard Reset — reload the game to a clean state
  • Screenshot — capture the current frame
  • 10. Win / Lose Scenario

    Win

    • Reach the Exit waypoint
    • While still alive (e.g., Energy > 0)

    Lose

    • Core survival resource reaches zero (commonly Energy)
    • Fatal hazard / trap activation (stage-dependent)
    • Other stage failure rules (if configured)

    Exact resource drain rules can vary by suit, stage, and build configuration; the scoreboard/HUD reflects your current state.

    11. Generator Seeds

    Stages are procedurally generated from a seed. A seed is a short identifier that deterministically produces a specific maze layout and placement set.

    What a seed controls

    • Maze layout / corridors / rooms
    • Boobytrap placement
    • Powerup distribution
    • Waypoint locations (spawn / exit)

    Why seeds matter

    • Replay the same stage reliably
    • Share stages with friends
    • Compare scores fairly
    • Debug/test consistent worlds

    The active seed is typically displayed on the scoreboard as the stage name.