Builds & adventure / 0.2.0
Map, biomes, and resources
Routes, day and night, shops, camps, and progress through three layers.
Exploring a route
An adventure has three layers, each with a 14×20 map. Completing discovered nodes reveals nearby areas. Defeat the layer’s boss and discover its exit to advance. Past layers let you review completed routes. Unresolved battles and events can be resumed from their nodes.
A regular adventure begins with an empty build and two sequential module choices at the base; either can be skipped. Viewing nodes, arranging modules, and base choices do not advance exploration time. Completing exploration does. A day begins at dawn, followed by day, dusk, and night, with two steps per phase and eight per day.
Biomes and environment
Grassland, Cave, Forest, Desert, Factory, and Town Ruins have different material weights. Biomes affect your battle supply, while initial terrain, daily negative modifiers, and weather add other board conditions and pressures.
The first layer uses only Grassland and Cave. Later layers can use all biomes. Each row below totals 20 base weight; modules and modifiers can still change the final supply.
| Biome | Base material weights |
|---|---|
| Grassland | Grass 7, Stone 5, Hay 2, Wood 2, Sand 2, Water 2 |
| Cave | Stone 8, Ore 4, Iron Block 2, Glowstone 2, Sand 2, Water 2 |
| Forest | Grass 8, Wood 3, Hay 3, Moss 2, Bamboo 2, Water 2 |
| Desert | Sand 8, Stone 6, Cactus 2, Glass 2, Lava 2 |
| Abandoned Factory | Iron Block 3, Redstone Block 3, Lamp 2, Piston 2, Sticky Piston 2, Slime Block 1, Observer 1, TNT 1, Glass 1, Obsidian 1, Sand 1, Water 2 |
| Town Ruins | Brick 5, Stone 3, Glass 4, Wool 2, Glowstone 2, Sand 2, Water 2 |
A new day can add negative modifiers, and enemy base Health grows with the day count. Detours can gain resources, but also cost time.
Event choices
Each layer has four events. Pressure increase, pressure decrease, battle, module, coin, and exchange events are arranged through two bags across the three layers, so each type appears twice during a run.
| Event | Choices and outcome |
|---|---|
| Pressure increase / decrease | Randomly choose an eligible negative modifier and raise / lower it by one level. |
| Battle | Enter an event battle and receive its normal victory settlement. |
| Module | The ordinary route offers one candidate. Pay 1 coin for the enhanced route: one more candidate than usual, all with fixed materials, and one extra refresh. |
| Coins | Take 3 coins, or give up the last reserve module for 6 coins. |
| Exchange | Pay 2 coins or give up the last reserve module, then choose from two ordinary fixed-material modules, one letter without a fixed material, and one number without a fixed material. |
Costs and exploration are committed when you complete the associated reward choice. Skipping an unfinished choice does not charge its cost first. Ordinary rewards can be stored on the build board; shop purchases require a free reserve slot. See Builds and Shops and coins.
Camps
After the exploration step resolves, resting randomly lowers up to two existing negative modifiers by one level each. Supplies grant 10 coins. Rest does not restore Health or replenish battle rescues.
Camp choices can affect hidden routes. Those conditions are collapsed in Hidden content if you prefer to discover them yourself first.