📖 How a level is built
Every level is generated from (room seed, level number) — the same pair always
makes the same cave, which is what makes seeded competition rooms possible.
- Shape — one layout generator is rolled by the weights below and carves the walls.
- Reachability — a flood-fill from the elevator walls off any sealed pocket, so nothing can generate where the team cannot walk.
- Nodes — each floor tile rolls against the density for that depth; a hit places a node picked by the per-node weights (each node also has its own depth rule — gold from level 6, amethyst from 8).
- The stairwell — hidden under one node, preferring one far from the elevator. Every OTHER node broken also rolls base + ramp/(nodes remaining) — the Stardew rule that guarantees a stripped level always opens. Deep levels may also hide a shaft that skips levels.
- Hazards — the level spends its hazard budget on vents, slime, rockfall, darkness or lava.
- The Heart — guaranteed on its configured level, far from the elevator.
🔀 Shape weights
🎛️ The dials
⛏️ Node appearance
Multiplier on each node's built-in
weight. 2 = twice as common · 0.5 = half · 0 = never.
🔭 Live previews — real levels from the current dials
Generated by the same code the game
runs. 🪜 marks where the stairwell is hiding, 🕳️ a shaft, 💠 the Heart. Save first to preview
unsaved changes.
📼 Run history — every finished mine
The last 30 finished runs on this
server. Click one for the split, the earnings line and the level-by-level fan-out replay —
the picture the players never see (they get the earnings graph at the ceremony).
loading…