3D Mineshaft documentation (player-facing). This document describes: gamepad controls, suits, powerups, boobytraps, waypoints, sounds, scoreboard, win/lose, and generator seeds.
If the browser window or tab loses focus, the game forces all inputs to neutral. This prevents stuck buttons or axes when focus returns.
Suits determine what the player is optimized to do, and which resources are emphasized during play.
Survival / default suit. Uses Energy as the primary life resource.
Protection suit. Emphasizes Shields for surviving hazards and trap damage.
Trap specialist. Emphasizes Bombs for safely disarming boobytraps.
Some builds auto-select your active suit based on what resources you currently have available:
Powerups are collected by entering their cell. They increase your resources and improve survival odds.
Replenishes Energy (your core survival resource).
Increases Bombs (used to disarm boobytraps in Defuser mode).
Increases Shields (used for protection in Hazmat mode).
Increases Jetfuel upgrades (mobility / special movement enhancements, build-dependent).
The HUD / scoreboard may show each resource as: current / collected / total at level start.
Boobytraps are hazards embedded in the maze. If you trigger one, it can consume resources, apply damage, or end the run.
Rolls 3–3 units of boobytrap disarmament at the cost of 1 Bomb powerup.
Rolls 1–3 units of boobytrap disarmament at the cost of 1 Shield powerup.
Does not roll disarmament. Each hit instead costs 1 Energy powerup.
Waypoints are special cells that define starting points, progress markers, and exits.
The starting location for the stage. Some builds treat spawns as activatable waypoints (checkpoints).
The objective waypoint. Reaching the exit (while alive) completes the stage.
Waypoints typically activate when you enter their cell.
Audio provides feedback, atmosphere, and confirmation for game events.
The Player HUD displays live player state, resources, progress, and stage controls.
Suit (Defuser Kit, Hazmat Suit, Fuel Cell)
Energy (current, collected / goal)
Bombs (current, collected / goal)
Shields (current, collected / goal)
Jetpack (current, maximum, collected / goal)
Boobytraps (disarmed / goal)
Spawns (activated / goal)
Exits (activated / goal)
Sparks (current / goal)
Timer (current session duration)Exact resource drain rules can vary by suit, stage, and build configuration; the scoreboard/HUD reflects your current state.
Stages are procedurally generated from a seed. A seed is a short identifier that deterministically produces a specific maze layout and placement set.
The active seed is typically displayed on the scoreboard as the stage name.