You said it needed more. Here's what changed.

 

Thank you to everyone who played and left a review in the first week. The most common things you told me, and what has changed since:


"The traps are too easy, and the early rounds repeat."
The first tunnel now has a swinging stone in it, the second a collapsing floor, and from the third round hazards start arriving in combinations. Later rounds add a fallen beam to slide under, a stone door to haul open, bad ground that swings beams at you, and deeper rock with its own look.

"The boulder wasn't a threat."
It no longer falls behind a clean run. It stays about a second and a halfback, all the way to the door.

"It got too hard too fast."
Difficulty now follows the exhibits you have brought home, not the rounds you have played. Lose a piece and it is still down there next round, the worse for it.

"I lost control of the camera in the tunnel."
Hold right mouse to look around while you run.

"I wanted to see the visitors."
They are in the hall now, and the crowd grows with your collection.

"I want to play as my avatar"
Well now you can!

Also new: your run saves between sessions, a closing bell ends a run on your terms, seven more exhibits, and C to crouch and slide.

Next up: playing as your own avatar.

If you enjoyed your time in the tunnels, a nomination from the in-game jam menu means a great deal to a solo entry. There's always room for one more exhibit!

Major update: Deeper rock, Longer runs, Progress Save, Visitors, More Variety and You Can Now Slide!

18 September 2026
38 changes in this update

Added

20 changes
  • - The museum has visitors. A crowd gathers behind velvet ropes on both sides of the hall, murmuring, and grows with your collection's fame, up to 38 people in nine looks. Soft dust drifts over the exhibits and the hall fades into darkness at its edges.

  • - Twelve one-of-a-kind artifacts to dig for, given up in a set order from the forgiving pieces to the ones that punish a careless swing: the Rosewood Casket, the Seer's Eye, the Sun Urn, the Surveyor's Scarab, the Coiled Jade Dragon, the Zephyr, the Celestial Egg, the Warden's Aegis, the Gilded Ammonite, the Regent's Crown, the Laughing King's Mask and the Oracle's Knot. Every piece draws its own crowd, the deepest showpieces most of all, and every piece shows its knocks: chip it in the dig and it comes home visibly cracked.

  • - The Warden's Aegis: wear it on your back and, once per round, it saves you from the boulder, shoving you clear in a burst of dust and knocking the boulder back. Its amber heart glows while the save is ready.

  • - The Surveyor's Scarab: carry it and it senses what is coming. Its antennae lift as the next danger nears, a mark over your head names it with a pictogram and fills as you close, and the piece on your back lights along its shell. It is the only thing that warns you about bad ground.

  • - Combination traps, from your third exhibit onward, one new arrangement with each exhibit after that, each set tight so the second trap lands where the first puts you down: a pendulum over a pit, a pendulum where the collapsing floor leaves you, two pendulums swinging out of step, rocks on a pit's take-off, a beam to crouch under the moment you land a jump, a rockfall beside a breakable floor whose rubble half blocks the way out of the pit, a pendulum swinging across a stone door's opening, a breakable floor right past a door, and a jump beam with a pit a stride after it.

  • - The fallen beam: a stone beam across the tunnel at chest height. You cannot run through it or jump it, so crouch under it. On the run home the boulder smashes through and barely breaks stride.

  • - The sliding stone door: carved slabs in a stone frame. Tap E beside a slab to slide it into its wall on the way in. On the run home tap E to pull a slab back across behind you. The boulder has to smash through, and shutting it buys you a moment.

  • - Bad ground, deep in the tunnels: straight stretches that have come down before, with broken props, spilled rock and someone's dropped lantern. Old beams lie flat along the wall in their posts and swing out across your path as you reach them. Duck the high ones, jump the low ones. The post's height is your only warning, and not every post still has a beam in it. Shallower rock gets a gentler version first, growing from one beam to three as your collection grows.

  • - Slide: press crouch while running to drop into a slide that carries your speed. You steer less while sliding, dust and grit kick up behind you, and a piece you are carrying goes out in your leading hand. C crouches as well as Ctrl.

  • - The rock changes as you go deeper. Bring three exhibits home and the tunnel turns to grey limestone under cooler light. Deeper still it is basalt: near-black, tight-fractured, with sparse teal mineral in the walls and the hazard lights turning cold against your warm lantern.

  • - Hazards on the way out now cost you. Take a hit before the dig and one of your lantern's four panes breaks, the flame gutters, and you walk on by less light. Something up the corridor answers every hit, and when you arrive the dig face shows the knocks you took: the wall gives up sooner.

  • - At the dig you hold your lantern up and it follows where you are digging.

  • - Your museum is saved between sessions. Close the game and come back to the same exhibits, scars, visitor count and round. Quitting during a round counts it as lost, along with anything you carried out.

  • - The closing bell beside the tunnel arch ends a run: ring it, ring it again, and the bell tolls, the hall hears what the run drew, the door shuts, and a new museum opens.

  • - An artifact you fail to bring home is not lost. The dig offers the same piece again next round in a fresh tunnel, at the condition you left it in, and the boulder that caught you takes its own share out of it. It never comes back worse than poor.

  • - The run ends when the last plinth is filled, not after a fixed twelve rounds, so losing a round costs you a round instead of the finish.

  • - The end-of-round summary finishes with what is ahead: the piece you dropped and whether it went down worse, the plinths still empty, and any tool waiting on its plinth.

  • - Eight achievements: your first find, a piece on display, one brought home pristine, a clean run home, one more round, a tool carried out, five plinths filled, and a crowd of 1,000.

  • - Hold the right mouse button on the way out to swing the camera around you. It settles back behind you when you let go.

  • - Sounds: gravel footsteps and a landing crunch in the tunnel, the pendulum's whoosh, a slab crumbling under your foot, harder rock impacts, the crowd's murmur, a scrape that travels with your slide, and a real door closing on the museum.

Improved

11 changes
  • - The traps you meet are based on how many exhibits you have brought home, not how many rounds you have played, so a lost round is a second try at the same tunnel rather than a harder one.

  • - The tunnel keeps growing until the twelfth exhibit, the last rounds carry one more hazard, and the gaps you jump open a little wider with every exhibit on the wall.

  • - Late corridors carry the full set of hazards they were meant to.

  • - A tool you carried out and lost to the boulder comes home with you, damaged, instead of vanishing from the museum for good. The end-of-round summary says what it cost.

  • - Taking a tool down the tunnel costs exactly the crowd that piece was drawing, and the tools are spread across the collection so each arrives as the thing it answers starts to bite.

  • - The Seer's Eye shimmers with jade rings on your back while it reveals a buried piece, and the Zephyr's wings trail wind while you glide.

  • - Rockfall rocks are proper fractured stone.

  • - Two columns rise beside the museum arch into the dark, and the hall's back wall fades away instead of ending on a hard line.

  • - The circle under your feet stays on while you are on the ground, so you can see where you stand before you jump.

  • - Exhibit numbers follow the order pieces are found, with no gaps, and the summary plaque grows to fit a busy round.

  • - Crouching is twice as fast, and a collapsing floor gives way almost the moment you are on it: running across is no longer an answer, and a landing on one is a bounce at best.

Fixed

5 changes
  • - A falling rock that landed on the boulder could shove it back up the tunnel. It breaks on the boulder now, like everything else in its way.

  • - The rounds number on the museum sign could go blank and flicker when it matched the exhibits number.

  • - Getting knocked down in a pit could stand you back up inside the floor.

  • - The pebbles rolling out of the cave mouth bumped you around the doorway. They pass through you now and scatter when you run over them.

  • - The opening hint promised a look control that was not there.

Removed

2 changes
  • - The placeholder horse head, marble bust, jug, cat statue and pot are no longer found in the dig.

  • - The twelve-round limit.

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