Puzzles and deadly courses
- Puzzle rooms and deadly obstacle courses now turn up in Depths II–IV (the Hollow Ruins, the Forgotten Crypt and the Catacombs of Vael). Each is a dead-end room of its own with a reward at the far end.
- How often: most Ruins runs have one or two. Every Crypt and Catacombs run has one to four.
- Same layout: they're carved off the side of the dungeon, so every other room stays as it was.
- Deeper means harder: longer sequences, more watchers with tighter chains, a bigger rune floor, faster fire, more blades, quicker-crumbling stones.
- Puzzles. The prize waits in a caged alcove at the far wall (two chests, three in the Catacombs). Solve the room and the cage rises, for the whole party.
- The Order of Flames: read the tablet by the door and a crescent of braziers flares one by one, each with its own colour and note. Light them in that order: 4 flames in the Ruins, 5 in the Crypt, 6 in the Catacombs.
- A wrong one snuffs them all, bursts fire at your feet, and from the Crypt down brings the dead to see who's there.
- The Watchers: stone watchers on turning plinths stare every which way. Turn them until they all look at the altar; their eyes burn gold when they do.
- Carved grooves on the floor show which watcher drags which as you turn it: a chain in the Ruins, a ring in the Crypt, both neighbours in the Catacombs.
- The Rune Floor: a grid of rune stones (3×3, then 4×4). Step on one and it flips, along with the stones beside it. Light them all.
- In the Catacombs, a dark rune stings whoever steps on it.
- Deadly courses. The prize sits on a dais at the end (two chests, three in the Catacombs).
- The Blade Walk: a narrow causeway over a pit, pendulum blades sweeping across it out of step. A blade doesn't just cut you, it throws you off the edge.
- The Crumbling Stones: stepping stones over a pit, a jump apart. Each one cracks the moment you land and drops into the dark a breath later, rising again a few seconds on.
- Cracked decoys beside the path give way the instant they're touched. Look before you leap.
- The Fire Run: rows of grates wall to wall. Each sputters and glows as a warning, then roars with fire, on its own beat, in a wave down the room.
- From the Crypt down, the two halves of each row take turns and spike plates wait between the rows. The only course in the roofless Ruins.
- Falling: fall into a course's pit and you come to back at the start, hurt (35% of your health). You can't fall your way to the end.
- New fire jet trap, made for the Fire Run. Like every trap, it burns enemies too.
- The map marks puzzles (an eye in a triangle) and courses (crossed blades) once you've found them.
- Sounds: eight new synthesised sounds, among them brazier chimes, a sour wrong note, a solving chord, grinding stone, rune hums, crumbling stone, and the hiss and roar of the fire jets.
- Console:
trial listnames this run's trials;trial <flames|watchers|runes|blades|stones|fire>takes you to one;trial solvesolves the puzzle on your depth.
VAEL is a co-op dark fantasy extraction dungeon crawler for PC, in active development. Get playtest news by email, or read the wiki.