Shiftfield
Roguelike minefield — clear sectors, bank scrap, die rich.
Sector cleared
Scrap in the vault is safe. An explosion destroys some of what you carry.
Boom
Deepest Depth
Scores are player-reported; each runner's deepest board counts. Your identity lives in this browser — clearing site data starts a fresh runner.
Field Manual
The Loop
Your task is to clear a mine field one sector at a time, and maybe get some loot while you're at it.
- Left-click / tap — Reveals a tile. A safe move rewards you with Flow and Scrap.
- Right-click / long-press — Places a flag which locks down the tile. A locked tile prevents anything from moving in, out, or through it.
- Open every non-mine tile and the sector clears.
- After each sector clear, you may choose to Bank & Exit to save your scrap, or Go Deeper to risk the depths for higher rewards.
- Death destroys half of what you carry. Bank your scrap to protect it.
- Between runs, the Workshop turns banked scrap into upgrades and abilities.
Controls: left-click reveal · right-click flag · tap reveal · long-press flag.
Flow & Scrap
Flow powers abilities.
- Ceiling 100 by default. Raise the cap with upgrades in the Workshop.
Scrap is the run economy.
- Deeper sectors have more scrap, at the risk of more hazards.
- Bank at any decision screen to move your haul to the vault.
- Scrap is spent in the Workshop on upgrades and abilities to aid later runs.
Death & Banking
A run ends when something explodes. You, specifically. There are a few ways an explosion can occur:
- A mine detonated — you opened a mine, or a shifted mine landed on ground you had already opened.
- Mines collided — a shift forced two mines into one tile.
- A mine ignited — fire spread to a mine, or a mine shifted beneath the flames.
A shield charge absorbs any one of these (see Tools & Workshop). Without one — Boom: half of your unbanked scrap burns with you.
Turn law: only effective actions advance the world. Blocked clicks, rejected flags and refused abilities cost nothing and tick nothing.
The Shift
From depth 6 the mines themselves start moving.
- Every shift is telegraphed: the HUD chip shows ⇄ direction — in N turns, and amber wind streaks blow across the board in that direction. The last three turns warn loudly.
- The board wraps: mines leaving one edge re-enter at the opposite edge. The amber edge chevrons and corner brackets are permanent — wrap is always on, at every depth.
- A flag is an anchor. Mines can never move into or out of a flagged tile — a mine whose path is blocked by your flag simply stays put.
- Shifting can force two mines into the same tile if they are blocked by a flag. This will trigger an explosion unless a shield charge eats it and protects you.
- Ice does not stop mines. Only flags do.
- Shift cadence tightens with depth; the Stabilizer freezes the countdown.
Hazards
Sectors past depth 10 come with additional hazards.
Ice — frozen ground that is too hard to dig through for a time. It blocks you, not the mines.
Fire — burns on hidden ground.
- On odd turns, each fire has a chance to ignite some neighboring tiles. Clear it before it spreads too far.
- Fire is only deadly when it shares a tile with a mine — fire next to a mine does nothing, forever.
- Revealing a fire tile puts it out. Flagging a fire tile puts it out as well (and anchors the ground).
- Ice blocks fire spread.
Abilities start locked — buy upgrades in the Workshop to use them.
- Radar Pulse (50f, 2T cooldown) — select, then click: sweeps a patch of safe tiles open around the target. Grows with Radar Array levels: 3×3 → 21-tile circle → full 5×5. Radar pays no Flow and never floods its own sweep.
- Seeker Drone (50f, 3T cooldown) — auto-flags 1 mine (2, then 3 at higher levels).
- Stabilizer (30f, 10T cooldown) — freezes the shift countdown for 3 turns (5 / 7 / 10 at higher levels). At max, recast on cooldown and the Shifter never fires.
- Shield Generator — increases the number of shield charges the run starts with. A charge absorbs one mine hit, then it's gone until the next run. Charges carry across sectors.
- Data Ledger — +25% run scrap per level.
- Flow Capacitor — +100 Flow ceiling per level.
Workshop
⛃ 0 scrap