The World
Every cavern is a shared circular floor. Depth is not a private branch — two tunnels to depth 5 both dump you into the same Depth 5. Origin never dies. Everything else is on a timer.
Caverns
A room is a Socket.IO space plus maps of blocks, clusters, veins, and tunnels. Origin is depth 0, named The Origin. Deeper rooms get a generated name (Ancient Depths, Cursed Labyrinth, …).
| Field | What it does |
|---|---|
| Depth | Integer. New players spawn at depth 10. |
| Yield | Multiplies ore payout (and most Forgemaster XP). Origin is 1.0×. |
| Density | Shrinks the spawn circle. Same ore cap, smaller cave. |
| Hardness | Multiplies HP on ore. Does not change payout. |
| HP | Stability. 3600 max. Origin is permanent. |
When a depth is first created:
World radius is 500. Walls are about 60 high. Ground texture rotates with depth % 6 so everyone in the room sees the same floor.
Linking a tunnel into an existing depth heals that cavern by +1000 HP (or +100 if it is already at/over max). Content is lazy-spawned on first join: 2000 blocks and a handful of clusters.
Stability
Empty non-Origin caverns bleed 5 HP per second — twelve minutes to collapse with nobody in them. Each occupant multiplies drain by 0.85 (more people slow the death). Floor is 0.1 HP/s.
| Event | HP |
|---|---|
| Max | 3600 |
| Leave a non-Origin room | −720 (20% of max) |
| Vein node mined | +75 (10% if already at/over max) |
| Tunnel into an existing depth | +1000 (or +100 overflow) |
| Warnings | 75% / 50% / 25% / 10% remaining |
| 0 HP | Everyone dumped to Origin |
Loose ore
Small crystals on the floor. Miners auto-target these; you can too. Cap 2000 per room. Spawn mix:
| Ore | Chance | Look |
|---|---|---|
| Gold | 10% | hexagonal bipyramid |
| Silver | 30% | dodecahedron |
| Copper | 60% | icosahedron |
They fall from the ceiling when they spawn. See Mining for HP and payout.
Clusters
Player-only multi-node formations. Miners ignore them. Size 11–55 nodes. Cap 50 per room. Respawn about every 2 minutes. Same 10/30/60 ore mix as loose blocks.
Destroying a cluster can spawn:
- a tunnel (rolled first)
- a vein (if the tunnel roll failed)
- flying bonus ore (visual; payout is queued separately)
- a miner-for-hire
Prismatic
One rainbow core per room, sitting at the origin of the cavern. 200–1000 nodes. Must live at least 2 minutes. 1 hour cooldown after it dies; while on cooldown the room can fall back to spawning extra ordinary clusters.
Prismatic nodes pay all three ores. Tunnel chance is higher and jumps farther. Vein affinity is skipped in favor of a flat rarity bump. See Mining for the payout table.
Veins
Player-only reagent rocks that flop out of a destroyed regular cluster after the tunnel roll fails. Auto-target does not grab them. Size 5–20 nodes. Max veins in a room: 3 + depth.
| Type | Weight | HP vs copper cluster (41) | ~base HP | Affinity tag |
|---|---|---|---|---|
| Ore | 30 | ×3.6 | 148 | metal_source |
| Gem | 25 | ×2.0 | 82 | gem |
| Iron | 20 | ×5.0 | 205 | iron_source |
| Salt | 15 | ×1.6 | 66 | salt |
| Mineral | 8 | ×2.8 | 115 | mineral |
| Prismatic | 2 | ×2.4 | 98 | none (rarity bump instead) |
Bonus ore type when a node dies: gem / iron / mineral → copper; salt → silver; ore / prismatic vein → random of the three. Count is 1–3, ×5 on the last node.
Tunnels
Dark circles on the floor. E to enter. Forward tunnels glow amber. Return tunnels glow blue.
Expected forward tunnels: Origin wants at least 1 + floor(players / 4). Other rooms want floor(players / 4).
| Need | Multiplier |
|---|---|
| At least one short of expected | ×1.0 |
| At expected | ×0.3 |
| Already over | 0.3 / (1 + extra) |
Luck here is effective luck, then square-rooted, so stacking luck helps tunnels less than it helps reagent rolls. Floor of 3% means a determined soloist can still punch deeper.
Forgemaster XP for spawning a tunnel: 2000 × the new tunnel’s depth, then × depth scaling × room yield.