✳ Tiny Joy Lab

Rules

  1. Tap adjacent tiles to move and inspect nearby gold objectives. Arrows/WASD move, Space waits, Q toggles sneak. Guards act after each valid action; invalid actions do not spend a turn.
  2. Red cells show the next check of currently visible guards or cameras; lines show visible guards’ next step. Walls and locked doors block sight. Hidden guards and unexplored ground are not revealed.
  3. Sneaking costs 1 focus, or 2 when escorting a captive. Waiting restores 2 and walking restores 1. Sneak or wait in shadows to hide from ordinary sight; scanners still see within 3 tiles. Footsteps attract nearby guards unless you wear quiet soles.
    How it works: Sneak into shadow for 1 focus; wait to restore 2. Spend 1 EMP to stun nearby guards for 3 actions.
  4. Each mission has limited decoys and EMPs. Throw a decoy at visible ground within 5 tiles to draw guards within 6. EMP jams devices for 3 actions and stuns nearby guards for 3. Lasers alternate over a 4-turn cycle.
  5. Operations include cargo, two alarm terminals, a keyed rescue, terminals ①②③ in order, and two cargoes plus a vault terminal. Main extraction needs alarm below 45; complex operations also offer a 1-key side exit. Alarm 100, timeout or close capture fails.
  6. Six districts contain 30 missions. Success earns parts. Equip at most two items in the safehouse; new equipment costs 4 parts, or buy 1 extra EMP for the next mission for 3. New runs offer Shadow, Tinker and Lookout. Daily fixes one separate mission by date.
  7. Both modes save independently in this browser. Menus, rules, blur and hidden tabs pause input; resume explicitly. Unreadable saves require verified raw backups. Another tab’s update requires loading or explicit overwrite; cancel keeps this operation.

How it works