✳ Tiny Joy Lab

Rules

  1. Every move, attack, item use or investigation takes one turn. Red cells show the next enemy attack; arrows show movement. Ranged and heavy attacks have recovery windows. Read the warning before dodging, guarding or interrupting.
    How it works: Red cells show the enemy's next attack. Step clear, then attack or use a skill. Tap a neighbour to move or an adjacent enemy to attack.
  2. Tap adjacent ground to step and a nearby enemy to attack. A distant tile takes one step along its path. Arrows and WASD also move. Select a skill: glowing enemies are legal targets. Warden interrupts up close, Ranger pierces at range, and Arcanist blasts an area. Guard reduces damage and restores energy.
  3. Thirty floors span six regions. Every fifth floor has a distinct boss that must be defeated. Explore branching routes, locks, levers and risky chests. Keys and levers open doors. Explored maps are remembered; the full map never reveals unseen cells.
  4. Travelers offer hunt, salvage, mechanism, rescue and relic quests. Keep up to three unclaimed quests. Claim completed rewards from any traveler. Rescue and relic quests belong to their floor; leaving unfinished ones marks them as missed.
  5. Weapons, armor and trinkets form Bastion, Tempest or Wayfarer sets, with two- and three-piece bonuses. Shops, springs, forges, camps and shrines provide different supplies and upgrades. Full-pack loot stays on the ground. Shallows drain energy, embers hurt, and miasma poisons.
  6. Foes grant experience. Choose vitality, might or mastery at level-up. Each camp and spring is single-use. Stand on stairs to descend; claim the flame on floor thirty to win. Progress saves on this device. Old eight-floor saves migrate with resources kept; completed old expeditions continue at floor nine.

How it works