Undercroft
Dungeon Keeper, but the heroes raiding your traps are other players.
You dig out a dungeon, wire the traps and post the monsters. Then the heroes arrive and take it apart, and between raids both sides spend what they earned and go again.
Start here
Two tutorials, one per side, and neither needs a lobby. The hero one is a single short raid. The keeper one runs a full round and teaches the part you have not played anywhere else: wiring a pressure plate to a portcullis.
You can also just build. Open a lobby and lay out a dungeon with nothing rushing you, then save it and load it into a real match later.
A full match is one keeper against one to three heroes, all of them human. Make the lobby public, or set it to friends only and play it as an evening with three people you know.
As the keeper
Build walls and doors, hire workers, and spend what they mine on monsters, traps and upgrades. The workers do the digging and the building, so every plan costs time as well as gold.
Traps run on triggers. A trap can be wired to a pressure plate, to a tripwire, to a door letting someone through, or to another trap going off, so one wrong step can start a chain. The heroes see none of it until it fires.
You never watch the raid directly, only what your creatures, workers and buildings can see. And when the heroes get close to the core, go down and deal with them yourself: your avatar fights, and a roar brings every creature to you.
As a hero
Warrior, ranger and mage, one of each. A full squad is three. The mage sends spirits ahead to set off traps, the ranger's signal arrow lights them up, and the warrior dashes through what is left.
The seals are on the keeper's core, and holding one takes time you do not have while something is hitting you. Gold and gear only count if you walk out alive. Stay one room too long and the run pays nothing.
One more round
Every seal you break shrinks the ground the keeper can still hold. Break them all and the core opens. Hold the core through every round and the keeper wins.
Fast mode is about twenty minutes. Classic runs longer on a bigger map. English and Russian.
Art and sound
Pixel art hand-drawn by sakusato84. Game by D@niil. No AI was used for the art, the sound or the music.Music: "Dark Shrine Loop" by qubodup, a remix of "Shrine" by yd (CC0, OpenGameArt); "Dark Cavern Ambient" by Paul Wortmann (CC0, OpenGameArt). Sound: "RPG Sound Pack" by artisticdude (CC0, OpenGameArt); UI sounds by Kenney (CC0), bundled with s&box; impacts and footsteps from the s&box sound library.
Made for s&box Game Jam III. There are two of us. If something felt broken or impossible to beat, tell us on the forum.