HYTHLOTH
Painted fantasy cover art: a fighter with a torch, a hooded cleric, a bearded wizard and a nimble thief descend a crumbling stair into a cavern lit by green mushrooms and a river of lava, where a dragon lies coiled on a heap of bones.

A love letter to classic RPGs

Sixteen colors.
Graph paper.
One more floor.

Before games had voices, they had keyboards: a letter for every verb, a map you drew yourself, and a dungeon that only got darker. Dungeon Hythloth is our notebook on those games, with a small dungeon of our own to explore.

Level one

Move with the arrow keys or WASD (or the pad below). Walk into things to open, fight or take them. Find the key, find the ladder down. Some walls are not what they seem.

  1. You stand at the top of the stair. It is very quiet.

The notebook

Remember the keyboard?

Every letter was a verb. A to attack, O to open, T to talk, a key for climbing, one for casting, one for searching the wall you were sure was hollow. You didn't click on the world. You spoke to it, one letter at a time, and it answered in a single line at the bottom of the screen.

Remember the graph paper?

Nobody gave you a minimap. You drew it, square by square, in pencil, and the eraser marks were where you'd been wrong. The best dungeon maps ever made are in shoeboxes in attics, and every one of them has a coffee ring on level three.

Remember the moons?

The sky did things. Phases changed, gates opened at the right hour, and the night was more dangerous than the day. The world kept a clock whether you were watching or not, and that made it feel like it existed when you looked away.

Remember the box?

A cloth map. A little metal trinket. A manual written like a history book, with the real hints buried in the lore. You read it on the bus home before you'd even loaded the disk. The box was the first dungeon.

Coming in the notebook: Why fifteen tiles across was enough · Food as a clock · The day the dungeon went first-person · Writing a whole world into 64 kilobytes

Secrets of the deep: 0 of 0

    Should we build the whole dungeon?

    Eight levels, a party of four, a little overworld, and a box worth opening. Tap what you'd actually buy. Nothing is charged; this tells us what to build.

    Get the notebook

    An occasional letter on classic RPG design, and an invitation when level two is ready to explore.