The Cold City

ROUND 1
FOES · 1
CREDITS · 0
THE PILGRIM
YOUR TURN
FLOOR CLEARED — CHOOSE A SKILL
One of three. You may carry five.
SPACE / CLICK TO CONTINUE
CLICK OR PRESS R TO WALK AGAIN
Equipment & Passives
What you're carrying and what it does.
CLICK ANYWHERE TO CLOSE
Click to continue
Click or press R to walk again
The Cold City
A pilgrimage
hey, stop that.
Click to continue
Need help? Open GAME GUIDE to review rules, controls, stats, and information about enemies you've encountered.
Game Guide
Game Guide — Stats, Combat, Skills & Enemies

Base stats — basic damage 4 · basic defense 1 · HP 10 · MP 4 · move 1 · attack distance 1.

Damage formula
damage = ⌊ max(0, (basic + extra) × hits − defense) × amp × (1 + vulnerability) ⌋
Rounded down, never below 0 — and a blow that lands always takes at least 1. Defense is subtracted once per attack, not per hit. Amp (e.g. a doubled hit ×2) and vulnerability (the target's taken-damage modifier) multiply together.

Damage typesPhysical: normal. Magic: ignores 50% of defense (the answer to armor). Ranged needs a long-range weapon (Bow / Staff); Melee is distance 1.

MP (the purple bar) — magic. You start with 4 and it refills at the start of every floor. Every active skill spends it, and MP is the only limit — cast as often as the bar allows. A Magic Staff knocks 1 off each cost, but nothing ever drops below 1. The Mechanic's three skills are the exception: those are once per round, on top of their MP.

Skills — clear a floor, choose 1 of 3. You may carry 5; at five you must replace one. Most are passive (permanent); a few are active and cost magic to use.

Enemies — described here as you meet them; nothing you haven't encountered yet is spoiled.

Controls — click a tile to step, click a foe to strike · WASD/Arrows step · Space end turn · R restart.