You are the cave. Cut chambers into a hill, put things in them, and decide what happens to the people who come down looking for whatever they think is in there.

It is an incremental — numbers go up, the board gets bigger, you can leave it running — but the thing you are optimising is a route, and the thing walking that route is somebody else's run.

The two things that fight

A delver who dies leaves remains, and your sinks render remains into spoil and marrow. A delver who gets out alive raises your renown — the only thing that makes the next cohort bigger, and the only thing that brings the richer kinds of delver down at all — and strips your workings on the way through.

Kill everyone and nobody comes. Kill nobody and you render nothing. The answer is a long route that bleeds them slowly and kills most of them deep, beside a sink, while a few crawl back out to tell everyone about it.

The second thing that fights

Every row you cut raises the water table. Under it, wards lose most of their bite and moss drowns — but sinks render half again as fast, and springs only work at all. Sumps and the CHANNEL vein push it back down, and they cost the same spoil as everything else. Going deep is both the goal and the tax.

What is in it

  • Twelve fixtures in four families, three levels each — roots, wards, lures, sinks, and drainage. A new one every two rows.
  • Four bands of rock, each with a different problem in it: soft wet loam, dry flint-shot chalk, laminated leaking shale, and granite that renders what dies in it twice over.
  • Five kinds of delver, from scroungers to adepts, each with their own grit, greed and wit — and each worth a very different amount dead.
  • Eight veins of permanent upgrade, bought with marrow. The last one ends the story; the hollow keeps working afterwards.

It never resets

There is no prestige wipe and no death screen. The runs belong to the delvers. Your hollow only ever grows, it saves itself every ten seconds, and the roots keep working while you are away. The worst thing that can happen to you is a delver reaching the heartstone at the bottom — you lose a fifth of your marrow and the deep floods for a minute, and drainage is the answer to that.

Made without any stock art

Every plate, emblem and figure in the game is generated at build time by our own palette-locked pixel engine: five seamless 256×256 material tiles and fifty-six sprites. No asset pack, no diffusion model, nothing bought or downloaded. The music is rendered from an authored score by our own tool and every sound effect is synthesised in your browser as you hear it.

Controls: mouse. M mutes, Escape backs out of a screen.

AI disclosure

Code: yes, AI-written. Graphics: yes — the in-game art is generated by our own pixel engine rather than by a model, but the cover illustration is an image-model render, so this reads yes. Sounds: no — all audio is self-contained procedural synthesis from oscillators, which itch is explicit is not generative AI. Text: yes.

More free browser games from CSAF

  • BANNERET: SUCCESSION — Plant the banner and the whole House charges it. The dead stay dead — their heirs inherit the blood, flaws and all.
  • CHARGE BARGE — Drive a storm ironclad up a hostile coast. Volts buy the hull; surge buys the miracle; the ram is a decision.
  • OTTERBOUND — Six otters, one raft, and a river that never ends the same way twice.
  • THE LAST FLOCK — Your army is a crowd you shape with movement alone — and it dies.
  • RUSTBLOOM — You never find the key. You forge it. A top-down adventure where every lock has many answers.
  • SECOND INTENT — A duel where the opponent is openly building a read on you — and shows you exactly what it has learned.
  • FLOODMARK — The flood is not the disaster. The flood is the harvest. A cozy town builder you play by aiming a river.
  • ANNEAL — Pour it big. Pour it right. You rarely get both. A free foundry game about size and temper.
  • PERIGEE — An indirect god game where your only lever is the moon. Set the orbit; the tide does everything else.
  • PRISMHORN — Seven bands leave your horn at once. Each one is a verb, and they fire together — you aim all seven or none.
  • STARCHART — Every voyage you fly is inscribed forever — the route you took becomes the constellation.
  • HALFLIGHT — Everything in the vault is decaying. That is what pays you.
  • WHAT WE BURN — A horror game about the cost of staying warm. Burn what made you a person, or freeze holding on to it.
  • UNDERSTORY — Spread a fungal network through a forest floor. Digest what you reach. It never wipes your board.
Published 1 day ago
StatusReleased
PlatformsHTML5
Rating
Rated 1.8 out of 5 stars
(4 total ratings)
AuthorCSAF — Core Systems Asset Factory
GenreSimulation
TagsAtmospheric, base-building, Dungeon Crawler, grid-based, Idle, Incremental, Management, Pixel Art, Roguelite, Singleplayer
Average sessionA few hours
LanguagesEnglish
InputsMouse
AI DisclosureAI Assisted, Code, Graphics, Text

Development log

Comments

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(+2)

Oh man that description hurts my brain to read

(+2)

These AI games feel sloppy and spammy. This looks a lot like the fungus game and also doesn't quite work or feel right either. If you use AI at least use it creatively to create something interesting that would be out of reach otherwise.

That's very good constructive criticism I have two projects mid-build right now that I'm going to finish but I've put a full stop on my game production.  I'm doing a full top to bottom red team audit on everything right now and I'm going to be launching a couple of much higher end jrpg style flagship games over the next few days.  I've also manually gone through and written out full instructions and code bases manually for 30 new games that I have fully researched that hopefully don't feel anything like what I have built in the past here's a preview of what I'm going to be building next I hope you stay with me and give me a little time because it'll take a little while to get everything together for this but here are my plans over the next few weeks for free and paid games 


Laternbound will be a SNES style jrpg flagship launching over the next week.


Subverted RPGs & Progression Systems

  • Reverse RPG: You start at level 99 with ultimate gear. Every time you beat a boss, you must sacrifice a core skill, weapon, or memory, finishing the game as a fragile level 1 character.
  • Pact-Maker Warlock: You do not level up by fighting. Progression comes solely from signing increasingly terrible contracts with demons, requiring you to read the fine print to exploit loopholes in their curses.
  • Curse Dealer: You run the shop in a standard fantasy town, but you exclusively sell cursed items. You must balance crippling the heroes with just enough power so they survive the dungeon and bring back loot.
  • Glitch Hunter: A game where "bugs" are features. You must intentionally cause simulated memory leaks, sequence breaks, and out-of-bounds clipping to navigate the dungeon.
  • Monster Splicer Tactics: A tactical grid battler where units are genetically spliced chimeras. Breeding a snake and a bear creates a stealthy tank, but their mutated lifespans are dangerously short.
  • Nomad's Caravan: A 2D survival game where your base is built on the back of a massive, slow-moving beast. You must steer it toward food while defending its legs from raiders.

Systemic Puzzles & "Metroidbrainia"

  • Cartographer's Descent: A dungeon crawler with no in-game map. You physically draw the map using an in-game UI tool, but any errors in your drawing cause spatial anomalies in the actual game world.
  • The Unreliable Narrator: A top-down adventure where the narrator constantly lies. If he says "the door is locked," you can walk right through it—but if you interact with it and believe him, it becomes locked.
  • Echo Locator: A stealth game set in pitch blackness. Making sound illuminates the environment so you can see, but immediately alerts the monsters hunting you.
  • Chronology of a Ghost: An investigative puzzle game where you revisit crime scenes, but you can only see the shadows of past events cast against the walls.
  • Gravity Plumber: A physics platformer where you redirect water flows through pipes to change the center of gravity in the room.
  • Linguist of the Deep: Stranded on an alien ocean planet, you must decode the visual bioluminescent language of the fauna to command them and solve environmental puzzles.

Action, Rhythm & Bullet-Hell Hybrids

  • Bullet Hell Botanist: You farm crops while dodging intense bullet-hell fire. The plants you grow create defensive walls or turrets, but they require constant watering while you dodge.
  • Match-3 Mecha: You pilot a giant robot, but its internal engine is a match-3 grid. Matching specific elements repairs limbs, fires missiles, or vents heat while dodging real-time attacks.
  • Typing Samurai: A fast-paced hack-and-slash where devastating sword combos are executed by typing actual haikus.
  • Rhythm Lockpick: A heist infiltration game where every lock, laser grid, and guard patrol operates on a musical beat.
  • Reverse Tower Defense: You command the horde trying to breach a procedural castle. You draft unit types and dictate the spawn rhythm to overwhelm the AI's defenses.
  • Courtroom Brawler: You play a lawyer who literally fights the prosecutor. Evidence is thrown as weapons, and the judge's gavel is an environmental hazard.

Simulation, Management & Incremental

  • Stackable City: A city builder played entirely with cards on a tabletop. Placing "Lumberjack" on "Forest" generates "Wood," but you must manage spatial inventory when a "Dragon" card attacks.
  • Necromancer's Inn: You run an inn for undead adventurers. You must harvest limbs, brew embalming fluids, and ensure your patrons don't rot before they finish their quests.
  • Time-Loop Train Dispatcher: You manage the switches on a complex railway. Every 5 minutes, a catastrophic crash happens. You keep looping to slowly fix the sequence of the entire rail network.
  • Kaiju Cleaning Service: The heroes already defeated the giant monster. Your company is contracted to safely dispose of the highly volatile, radioactive carcass before it infects the city.
  • Museum of the Future: You manage a museum in 3000 AD displaying 21st-century artifacts. You must invent convincing fake lore for everyday items (like a toaster) to keep tourists entertained.
  • Black Market Alchemist: A potion-crafting sim where the ingredients are illegal. You have to brew in secret, hide your lab from guards, and launder your gold.

Narrative, UI-Driven & Unique Hooks

  • Tarot Heist: A deckbuilder where cards manipulate the probability of guard patrols, security cameras, and loot drops in a casino rather than dealing damage.
  • Interrogation via Ouija: A social deduction game where you interrogate a ghost to find their killer, but the ghost is controlled by another player trying to trick you.
  • Vampire's Morning Routine: A frantic 3-minute physics-based comedy game where you must close all blinds, hide garlic, and get into your coffin before the sun rises.
  • Radio Operator in a Siege: You sit in a bunker with a radio. You coordinate artillery strikes and troop movements based solely on audio cues, decrypting Morse code, and scattered maps.
  • Scratch-Off Tycoon: An incremental game where everything is resolved via scratch cards. Upgrading your "coin" reveals deeper layers of foil and escalating progression loops.
  • Drafting the Apocalypse: An auto-battler where you draft natural disasters (Tornados, Meteors, Floods) to wipe out a rapidly evolving, AI-controlled alien invasion.

even the response feels like AI

Sigh. It wasnt..

(+5)

Some of these games are at least briefly kind of fun. But maybe you could make them slightly less incoherent, in that "My AI Writes Like The World's Worst Poet!" kind of way, if you included some instructions such as:

"Write in fluent, ordinary English. Express ideas in a straightforward, ordinary way. Do not attempt to be clever; you will fail. Express, clearly, what specifically the player should do, or what a thing is, what it does, what the player does with it, etc. Do not add unnecessary 'flavor' text in contexts where it may be difficult for a player to distinguish that text from actual meaningful information." 

Or something like that. I mean, that's supposed to be your job. I don't care if you have AI write the code, or do the art, or even write the text - but at least do some minimal quality control, and address egregious errors. And yeah, obnoxiously incoherent text is an error, both in-game, and in the description.

Such as... don't say "It is an incremental — numbers go up, the board gets bigger, you can leave it running — but the thing you are optimising is a route, and the thing walking that route is somebody else's run."

Because... what are 'you' talking about here? I assume it means something like "you dig a cool path/maze for the little adventurer NPC dudes." Describing this as somehow involving "somebody else's run" is cringy, and bizarre, and it's also essentially a lie because a straightforward interpretation of this would suggest that it means other player's actions have some kind of influence. As in, this is some kind of multiplayer environment, and other players are playing as the adventure guys, or something. 

See, this kind of thing is why people get angry about "AI slop." Mostly not because of principle - but because so many devs just 'slop' out whatever junk the AI coder gives them without trying to fix problems, and without even trying to prompt it well. It makes us think you're just loading up Claude Code or whatever and saying "Make me up a quick junk html game, don't use too many tokens" and that's it.