Introduction

Undervault is a traditional ASCII dungeon-crawling game inspired by the original Rogue (1980).

You are the last half-elf. Armed with an enchanted longsword and crossbow, you must descend through 26 levels of dungeons and caves to claim the Ankh of Eternal Life.

Developed with @_jackallope_ as part of the 7DRL 2025 game jam.



Starting the Game

When you start the game, you will be presented with three options:

  • New Game: Start a new game. If you had a game in progress, that game's save file will be erased.
  • Continue Game: Continue a saved game. Loading a game will erase its save file.
  • Quit: Quit and return to the terminal.

If the menu does not respond to key presses after opening, try clicking the game window to reset focus.



Suggested Music

While playing, consider listening to The Deep Calls by Mountain Realm and Atrium Carceri.



Reading the Screen

The dungeon and its contents are drawn to the terminal using the text characters listed below.

LetterDescription
@ You
|  Chamber and corridor walls
# Cave walls
Pillar
Door
. Open floor
ƒ Healing fountain
> Stairs down to next level
A-Z Monsters to be battled or avoided
Trap (arrow, dart, gas, etc.)
* Pile of gold coins
Precious jewel
Crossbow bolts
¿ Potion
~ Scroll
/ Wand
ϟ Charm
☺︎Helpful warrior
Ѫ The Ur-Vile
The Ankh of Eternal Life



Your Stats

Your game statistics are printed along the bottom of the terminal.

StatDescription
Current dungeon depth (of 26)
HP Your current and maximum hit points. When your hit points are reduced to 0, you die and the game ends.
AC Your armor class. The higher the number, the harder you are for monsters to hit.
ST Your strength. Represents your fighting ability. The higher the number, the more accurate and damaging your attacks are. If your strength is reduced to 0 (such as by poison), you die and the game ends.
LV Your experience level. Represents your overall power. Your level goes up as you gain experience points. Each time you gain a level, your maximum hit points, armor class, and strength increase. If your experience level is reduced to 0 (such as by the touch of greater undead), you die and the game ends.
XP Your accumulated experience points. You gain XP by finding gold and jewels. Using unknown magical items also gives you an XP bonus. Killing monsters does not grant XP.
T The number of turns you have taken this game.
Symbol of the goddess Libra. If visible, you can pray to her for aid.



Playing the Game

Use the keyboard commands below to explore the dungeon, fight monsters, and wield magical treasures.

Use a keyboard with a number pad (or plug in a USB number pad) for the best play experience.

KeyCommand
    Move up, down, left, or right. If you move into a monster, you will attack it. If you walk over gold, jewels, or treasure, you will pick them up. If you walk over a trap, you will trigger it.
1-9 Move in all eight directions (numpad only)
shift + move Move until you hit a wall, encounter something, or are interrupted
5 Wait one turn
. Bind your wounds. You cannot bind wounds if a monster is next to you.
shift + . Bind wounds until fully healed or interrupted
; Study unidentified items in your pack. You cannot study if a monster is next to you.
shift + ; Study until item identified or interrupted
enter Descend stairs
f Fire crossbow at nearest monster
shift + f Fire crossbow in specific direction
i View inventory (and use item)
t Throw potion in specific direction
d Drop item
shift + l Pray to the goddess Libra for aid (once per game)
shift + m List and describe monsters within sight
space Show next message
tab Repeat last message
shift + s Save and suspend game
shift + q Quit game
shift + c Change terminal color



Exploring the Dungeon

Use the arrow or number pad keys to move around. You can walk on open floor but not through dungeon or cave walls.

When you first enter a dungeon level, you will be surrounded by darkness. As you explore, more of the dungeon level's layout will be revealed to you.

Don't attempt to map the dungeon—the layout will be different each time you play.

Press enter while standing on the stairs down (>) to descend to the next dungeon level.

Once you leave a dungeon level, you can never return. Make sure you're ready to descend before doing so.



Dungeon Level Types

There are three types of levels you will descend through on your quest to claim the Ankh:

  • Chambers and Corridors. Rectangular dungeon rooms connected by hallways. The most common type of dungeon level you will explore.
  • Caves. Winding tunnels beneath the earth. You might only explore a few cave levels during a game. Powerful monsters are more common in caves, but precious jewels and rare treasures appear more frequently as well.
  • A third type of dungeon level—ancient and perilous—you must discover for yourself…



Battling Monsters

Each dungeon level is filled with various monsters (letters A-Z). Each monster has a unique ability.

You can get the names and descriptions of each monster you can see by pressing shift + m.

Many monsters are not aware of your presence when you approach—these monsters are sleeping or distracted. Unaware monsters are printed to the terminal in lowercase letters. If you are able to approach an unaware monster without it seeing you, your attacks are much more likely to hit and do much more damage.

If a monster is alerted to your presence, you will see a message at the top of the terminal:

The hobgoblin sees you

To attack a monster with your sword, move into it. A series of messages will describe the outcome:

You hit the hobgoblin. The hobgoblin missed you.

You can continue to battle the monster by moving into it—however, sometimes retreat is the safest option.

Some enemies are best dealt with from a distance, especially at lower levels of experience when your sword-fighting abilities are not as advanced. In these situations, you can choose to fire your enchanted crossbow at the nearest monster by pressing f (or in a specific direction by pressing shift + f).

Your crossbow is generally more accurate and powerful than your sword, but crossbow bolts are scarce. Use them judiciously.

Killing monsters does not grant you experience points. It's best to avoid monsters whenever possible.



Binding Wounds

If you have been hurt, you can bind your wounds to recover HP by pressing and holding .. Doing so will build up a meter, with each turn spent binding wounds filling up that meter:

You bind your wounds... (1/20)

Binding wounds takes time and concentration. You can't bind your wounds if a monster is next to you. If you attack a monster, your meter will reset. Try to find a safe corner where you won't be ambushed.

If you are standing on or next to a healing fountain (ƒ), you will heal at a much-accelerated rate.

For quicker play, you can press shift + . to bind your wounds until you are fully healed (or are interrupted).

You can bind your wounds as much as you like. However, the more turns you spend on a dungeon level, the more that wandering monsters will appear. Spending too many turns on a level will also attract the Ur-Vile.



Wandering Monsters

Each turn, there is a chance a wandering monster will make its way into the current dungeon level. The more turns you spend exploring a level (or binding your wounds), the higher the likelihood of encountering a wandering monster.



The Ur-Vile

From the Chaos realm comes the Ur-Vile: a ravenous mass of tentacles surrounding a fanged maw. Immune to magic and mortal weapons, the Ur-Vile pursues you through the Undervault.

If you spend too many turns on a dungeon level, you will see the following messages:

You feel a deathly chill...
The Ur-Vile senses your presence...

These messages are a warning that the Ur-Vile will soon appear somewhere on the current dungeon level. If you continue to linger too long on the dungeon level, you will see the following messages:

The Ur-Vile materializes somewhere on this dungeon level... Flee to the stairs!

The Ur-Vile (Ѫ) will hunt you through the dungeon level. If it catches you before you can escape down the stairs, you will die and the game will end.



Finding and Using Treasure

You will find many types of treasure while exploring the Undervault:

LetterTreasure Type
* Pile of gold coins
Precious jewel
Crossbow bolts
¿ Potion
~ Scroll
/ Wand
ϟ Charm
The Ankh of Eternal Life

Each different type of treasure is described below.



Piles of Gold Coins

Move into a pile of gold coins (*) to pick it up. The value of the gold will be added to your experience points.

Piles of gold coins are the primary way you'll gain experience points.



Precious Jewels

Move into a precious jewel () to pick it up. The value of the jewel will be added to your experience points.

Precious jewels are rare, but award a significant experience point bonus when picked up. You have a higher chance of finding jewels in caves.



Crossbow Bolts

Move into a bundle of crossbow bolts () to pick them up. The bolts will be added to your total ammunition remaining.

You can view the number of crossbow bolts you have left by pressing i. The number of bolts you have left will also be shown each time you fire your crossbow.



Potions

Potions are one of the most common kinds of treasures you'll find. Move into a potion (¿) to add it to your pack. If you don't have any more room in your pack, you'll need to drop something first by pressing d.

You can drink a potion by pressing i to show your inventory and then pressing the letter corresponding to the potion. You can also throw a potion at a monster by pressing t and pressing the letter corresponding to the potion you want to throw.

When you first find a potion, you won't know what it does—you will only have a descriptor like fizzy or effervescent. Many potions are helpful, but some are harmful if consumed.

All potions of the same kind will have the same descriptor—in one game, all fizzy potions might be healing and all effervescent potions might be giant strength.

Potion descriptors are shuffled each time you play, so there's no need to memorize or write down which descriptor matches which potion.

You can identify a potion by drinking it, throwing it at a monster, or using a scroll of identify. If you drink an unidentified potion, you will earn an experience point bonus.



Scrolls

Scrolls are another common kind of treasure you'll find. Move into a scroll (~) to add it to your pack. If you don't have any more room in your pack, you'll need to drop something first by pressing d.

You can read the spell on a scroll by pressing i to show your inventory and then pressing the letter corresponding to the scroll.

When you first find a scroll, you won't know what it does—you will only have a descriptor of the runes written on it, like flowing or smudged. Many scrolls are helpful, but some are harmful if cast.

All scrolls of the same kind will have the same descriptor—in one game, all scrolls with flowing runes might be magic mapping and all scrolls with smudged runes might be monster confusion.

Scroll descriptors are shuffled each time you play, so there's no need to memorize or write down which descriptor matches which scroll.

You can identify a scroll by reading from it or using a scroll of identify. If you read an unidentified scroll, you will earn an experience point bonus.



Wands

Wands are a less common kind of treasure you'll find. While you typically won't find wands until depth 9 of the dungeon, you might get lucky and discover one earlier. You have a higher chance of finding wands in caves.

Move into a wand (/) to add it to your pack. If you don't have any more room in your pack, you'll need to drop something first by pressing d.

You can zap with a wand by pressing i to show your inventory and then pressing the letter corresponding to the wand.

Wands have a limited number of "charges," or times they can be zapped. Once a wand is out of charges, it can't be used again unless you find a scroll of charging.

When you first find a wand, you won't know what it does—you will only have a descriptor of the wand, like coiled or chiseled. Many wands are helpful, but some are harmful if zapped.

All wands of the same kind will have the same descriptor—in one game, all coiled wands might be polymorph monster while all chiseled wands are light.

Wand descriptors are shuffled each time you play, so there's no need to memorize or write down which descriptor matches which wand.

You can identify a wand by zapping with it or using a scroll of identify. If you zap with an unidentified wand, you will earn an experience point bonus.

Once a wand is identified, the number of charges it has remaining will appear in brackets on the inventory (i) screen.



Charms

Charms are among the rarest kind of treasure you can find in the Undervault. While you typically won't find charms until depth 18 of the dungeon, you might get lucky and discover one earlier. You have a higher chance of finding charms in caves.

Move into a charm (ϟ) to add it to your pack. If you don't have any more room in your pack, you'll need to drop something first by pressing d.

You can activate a charm by pressing i to show your inventory and then pressing the letter corresponding to the charm.

Charms have no limit to how often they can be used. However, a charm must recharge for several turns before being used again. A scroll of charging will recharge all your charms.

When you first find a charm, you won't know what it does—you will only have a descriptor of the material the charm is made from, like ruby or bone.

Unlike potions, scrolls, and wands, all charms are helpful.

All charms of the same kind will have the same descriptor—in one game, all ruby charms might be fire while all bone charms are fear.

Charm descriptors are shuffled each time you play, so there's no need to memorize or write down which descriptor matches which charm.

You can identify a charm by activating it or using a scroll of identify. If you activate an unidentified charm, you will earn an experience point bonus.

Once a charm is identified, its charge percentage will appear in brackets on the inventory (i) screen. If a charm is at 100% charge, you can activate it.



Ankh of Eternal Life

The object of your quest—the Ankh of Eternal Life ()—is hidden on the deepest level of the Undervault.

If you claim the Ankh, return to the stairs leading down into the final dungeon level. Press enter to escape back to the surface and win the game!



Studying Unidentified Items

If you have unidentified items in your pack, you can study them by pressing and holding ;. Doing so will build up a meter, with each turn spent studying filling up that meter:

You study the items in your pack... (1/250)

Once the meter is full, a random item in your pack will be identified.

Studying takes a significant amount of time. You can't study if a monster is next to you. Unlike binding wounds, attacking a monster while studying will not reset your meter.

For quicker play, you can press shift + ; to study until you identify an item (or are interrupted).

You can study the items in your pack as much as you like. However, the more turns you spend on a dungeon level, the more that wandering monsters will appear. Spending too many turns on a level will also attract the Ur-Vile.



Traps

In addition to the numerous monsters that stalk the Undervault, you must also contend with a variety of concealed traps.

Traps are hidden until you accidentally step on a pressure plate. If you do so, your progress will be halted, and you'll see this ominous message at the top of the terminal:

*click* -more-

Once a trap has been triggered, you will see it on the map (). If you step on a trap again, you will repeat its harmful effect.

When you are close to a hidden trap, you will see a warning message:

You sense danger

If you are affected by a potion of levitation or a charm of levitation, you can float over traps unharmed.



Praying to the Goddess Libra

You are a devoted follower of the goddess Libra, divine keeper of balance, fate, and the hidden paths between worlds. Every step into the dungeon is a prayer to her—seeking harmony in chaos, and trusting that even in darkness, her scales will guide the worthy.

At some point during your adventure, you will likely find yourself in a dire situation. You might be blinded in a cave, cornered by a horde of powerful monsters, or low on hit points and strength with no means to heal.

In these situations, you can pray to Libra for aid by pressing shift + l if you see the  symbol at the bottom right edge of the terminal.

Libra might not always answer your prayers—the higher your experience level, the greater the chance she will extend her mercy to you. If she does answer, she will:

  • Restore your hit points, strength, and armor class to their maximum values
  • Heal all ailments, such as blindness and confusion
  • Teleport you to the dungeon level's exit
  • Make you immune to damage for 10 turns

Regardless of whether or not Libra answers your prayer, you may only pray to her once per game.