You wake up in the dark, somewhere inside a brick maze, holding a flashlight with a battery that is already going.
There is one way out that is empty. There are two or three ways to reach it, and something is walking on the rest.
TWO HALVES
First you fly a drone through the place. It has a lamp, no battery and nothing to lose — your body is still standing back where you woke up, and none of this is costing you anything. Read the maze. Find the wall the door code is painted on. Work out which route is the empty one.
Then you hold WALK, and that is the end of that. No recall, no second drone. Everything you learned is on the map. Everything you didn't look at is a corridor you are about to walk down for the first time, on foot, with a battery.
LIGHT IS THE CLOCK
The maze fills itself in wherever your beam physically reaches — so the map is not a reward for patience, it is a receipt for what you spent. Flood is wide and burns fast. Throw is a narrow probe that reads a whole corridor from its mouth without you walking a step of it. You can afford to see everything close by, or a long way down one corridor. Not both.
SOMETHING ELSE IS DOWN HERE
Sodium orange, swept across a wall two corners before you can see the thing throwing it. Nothing else in this game is that colour. Kill your lamp and the beam can't find you — get close enough and none of that matters. They walk a beat. They never hunt you across the maze. And a corridor you never scouted is not a safe one, it is an unread one.
A MAZE YOU HAVE TO HOLD IN YOUR HEAD
Junctions and dead ends get something to remember them by — a still pool, an arch you walk under, a lit obelisk. Somebody was in here before you and wrote on the walls, and no two messages repeat. Every maze has a wet end, so "I came in through the dry side" is a real fact about where you are.
TRAPS BILL YOU, THEY DON'T KILL YOU
A curtain of current charges in full view, fires, and dies, over and over. See it and time the gap for free. Scout it from range for a little light. Or walk straight through and pay for it. Nothing here is a coin flip.
EVERYBODY GETS THE SAME MAZE
The seed is the date. Every player in the world is walking the same maze today, down to which brick is damp — and tomorrow is a different world.
WHAT YOU LOSE, AND WHAT YOU KEEP
Run out of light and the maze is rebuilt cell for cell. You lose the relics, the battery and the distance. You keep the map — and the clock keeps running. Dying costs you the one thing you cannot go back for.
JUST PLAY
No accounts. No sign-in. No connection needed. Anonymous analytics are optional — there is a switch on the home screen.
Five places, each played twice: once as a drone with nothing at stake, and once on foot with everything. Blackdamp is about light, memory, and knowing which corridor you never looked down.
A dark maze. Scout it by drone, then walk it before your flashlight dies.