← Robinfall home
01 — THE RUN

one run, four beats

Every run is the same four beats. Each one decides what you keep and what you burn.

01

Clear the floor

Isometric rooms, procedurally stocked. Bats, slimes, skulls. No two runs look the same.

02

Crack the chests

Some sit behind a locked door. Some behind a room you have to earn. None of them are free.

03

Forge up

Push a weapon toward +10. Sometimes it holds. Sometimes it does not. That is the wager.

04

Raid the vault

The endgame door. You buy a ticket to open it, clear the room, and the ticket burns on the way in.