Welcome to Level 0.

This is a simulated recreation of a research facility that stopped filing reports in 1987. Four names are still on the payroll: a project lead, a custodian, an archivist, and one who never clocked out. The mail server outlived all of them, and it has been waiting for someone with your exact credentials... Which is strange, because you don’t have any.

Level 0 is a completely procedural, zero-dependency survival horror experience running natively in your browser. There are no imported textures. There are no external audio files. There are no build tools or bundlers. Everything you see and hear is generated locally via raw physics, procedural mathematics, and real-time digital signal processing.

The maze is infinite, chaotic, and deterministic. And something is down here with you.

The Rules of the Facility

I. The Seeded Cold Case & Corroboration

Every seed generates a unique, self-contained cold case across eleven distinct sectors. Documents and tape recordings do not simply deliver lore—they make claims.

A claim from one sector is merely rumor. Carrying unverified rumors burdens your psyche, accumulating tension that physically caps your flashlight’s maximum battery charge ceiling (reading six unverified claims will lock your battery at 60%). To put that weight down, you must corroborate the claim across a completely different sector. Settling claims restores your charge ceiling, stabilizes your stamina, and pieces together the three-part keycode needed to breach the wing’s locked records room.

II. The Cost of Panic & Kinetic Recovery

Your flashlight does not run on disposable batteries—it charges kinematically from the friction of sprinting in the dark or violently shaking your perspective. While exploration is metabolically efficient, active pursuit spikes adrenaline, consuming oxygen twice as fast.

Reaching terminal exhaustion crushes your audio filter, blurs your vision, and forces a heavy, dragging stumble. Your ragged breathing expands the Anomaly's auditory tracking radius: it actively feeds on your panic.

III. The Quantum Observer Effect

The roaming Anomaly hunts by line-of-sight, acoustic tracking, and short-term spatial memory. Catching the entity squarely within a 30-degree cone of your flashlight beam mathematically freezes it in place.

Be warned: freezing the Anomaly agitates it. The instant line of sight is broken, it will cover ground far faster than expected. To misdirect it, spray UV marker tags along corridor walls to draw its attention away from your retreat.

IV. Sector-Locked Entities

The roaming Anomaly stalkers retreat when you cross the pneumatic threshold into a specialized macro-sector. Inside, you face specialized hazards bound strictly to their local architecture:

  • The Archive — The Archivist: A curious, fae-like presence that drifts and orbits just out of reach; it only scatters into the dark if you sprint too close.
  • The Impound — The Warden: Patrols the rusted chainlink pens behind sweeping halogen searchlights. Cross into the beam, and its sensor-eyes lock solid red.
  • The Incinerator — The Ember: A lethal presence tethered to a direct stare. Look dead-on, and it freezes in place while banking kinetic heat; break eye contact, and it cashes that heat into a blinding, serpentine rush.
  • The Server Farm — The Backup Daemon: Rides the hanging ceiling cable racks ahead of your trajectory, electrifying wire bundles in your path. Touching a live cable instantly discharges you to a random coordinate in the sector.
  • The Atrium — The Claw: Stalks the ceiling trusses fourteen tiers up. It remains dormant while you stay on the move, but linger too long in open grocery aisles without overhead shelving cover, and it will telegraph with a pulsing red floor beam before dropping from the catwalks.

V. The Dimensional Breakers & The Inquest

To escape, you must triangulate and throw three Dimensional Surge Breakers scattered across the labyrinth to route power to the extraction bunker.

Once powered, holding the elevator release key spawns the exit threshold in the nearest unvisited sector. The elevator car will not descend on contact: an Inquest Terminal demands the Finding of Fact—three distinct verdicts. Filing the correct truth (corroborated from the sector's tell thread) closes the case and restores Coherence. Guess incorrectly, and the seed mutates, destroying reality and rebuilding the facility around a new cold case.

Controls

Level 0 is optimized for desktop with full Mouse/Keyboard and Gamepad support.

Action Keyboard Gamepad Description
Movement W A S D Left Stick Navigate coordinates
Look Mouse (Left-Click to lock) Right Stick Aim / rotate perspective
Interact / Read E RT / R2 Doors, keypads, terminals, surge breakers, case files
Flashlight F X / Square Toggle light (kinematic recharge via movement/shake)
Sprint Shift L3 Rapid sprint (burns adrenaline during pursuit)
Crouch / Crawl C R3 Tap to crouch; hold to crawl (lowers auditory signature)
Squeeze Q RB / R1 Compress collision profile to slip through narrow gaps
Kinematic Peek Hold Right-Click LT / L2 Physically lean camera 80cm around corners
Close Eyes Hold V LB / L1 Black out vision to rapidly bleed off psychological tension
UV Decoy Tag T Select Spray high-visibility UV breadcrumbs to map paths & distract entities
Threshold Compass M Y / Triangle Brass bearing instrument pointing to nearest sector threshold or exit
Paintball Gun P D-Left Toggle minimalist retro-FPS surface marker
Personal Journal J D-Right Open Amber PDA (Virtual Cursor lets you browse recovered lore)
Terminal Archive Arrow Keys Left Stick Browse recovered case file documents in discovery order
Settings / Rest Tab / ESC Start Open diagnostic control surface / release pointer lock

Technical Notes

Built on strict architectural minimalism and zero-dependency ES6 modularity:

  • Mathematical Geometry: Maze layouts and sector zones are derived deterministically from a 32-bit Julia Set fractal and managed via a dynamic, low-overhead SpatialHashGrid with custom Vec3/AABB collision math that runs completely independent of external physics libraries.
  • Canvas-Generated Textures: Every surface texture is rendered pixel-by-pixel via HTML5 Canvas routines, with static WebP caching via IndexedDB for sub-second cold boots.
  • Live DSP Web Audio Graph: Ambient soundscapes, volumetric wall occlusion raycasting, surface-aware dynamic foley (carpet, metal grate, concrete, linoleum), and per-sector acoustic room tones are synthesized purely at runtime using the native Web Audio API.
  • Dynamic Lumen Grid: Real-time illumination managed by a prioritized 32-slot hardware shadow pool featuring continuous fade envelopes and rank hysteresis to eliminate lighting popping.
  • Proximity-Tethered Shaders: A native post-processing pipeline delivering chromatic aberration, CRT scanlines, and VHS tracking noise that dynamically tears and desaturates as entity proximity pressure peaks.
Updated 19 hours ago
Published 13 days ago
StatusIn development
PlatformsHTML5
Authoraedmark
GenreAdventure
TagsBackrooms, Exploration, First-Person, FPS, Liminal space, maze, Walking simulator
AI DisclosureAI Assisted, Code

Development log

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