The dungeon does not get easier. You get harder to kill.
A turn-based roguelike with twenty floors, permadeath, and no experience points or levelling. You start with a Rusted Shiv, Padded Rags and Worn Sandals. The only thing that carries over from one run to the next is what you have learned.
The core rule is that you can’t see what you don’t understand. A monster that has never killed you is drawn as a question mark, with no name, no health bar and no hint of what it is about to do. A trap you have never triggered looks like clean floor. Potions are just colours, and the colours are reshuffled every game.
Each death teaches you one thing about whatever killed you: first its rule, then its tell, then its counter. As those lessons land, the dungeon starts showing you more of itself, from the brute’s wind-up and the spitter’s firing line to the chest that is not quite a chest.
Every creature, wall, potion and trap is drawn procedurally at runtime with polygons. There are no art assets at all.
Run it
pip install pygame
python run_deathward.py
