Dungeon Channel key art
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Dungeon Channel

First-person dungeon crawl with true fog of war — nobody, not even the referee, knows where you are.

2-4 players · free or for a WCHI stake · phone-ready

About the game

Fog of war, done honestly for the first time: in an ordinary game the server always knows where everyone is and just hides it from you — here NOBODY knows. Your position lives only on your own machine, sealed inside cryptographic commitments; the other players, the network and even the deterministic referee that judges every move cannot see through it. You reveal yourself only by your own choices: sprint and you'll be heard (a single honest 'something moved nearby' — no direction, no name), creep and you're silent but slow, carry your torch and you see six tiles, smother it and you see two but show nothing. Sight is one-way: read a rival's shadow and they learn nothing — until you strike from what you saw, and they find out a round too late. Claiming a shrine takes a 20-round rite that publishes your exact tile the whole time: the points that win a timed-out delve cost you your hiding place. Two to four champions; last one standing, or most shrines when the torch burns down.

How it works on XAYA

Provably fair, by construction

Matches run inside a XAYA game channel with cryptographic fog of war: every move is a hidden commitment, opened only as far as the rules demand, so nobody — not the other players, not the server, not even the deterministic rules blob that referees the match — learns where you are until the rules themselves make it public. Sight is one-way and silent, hearing is a single honest bit, and cheating is not rejected but convicted: the audit replays your whole committed path, and the on-chain dispute protocol settles any match a cheater or a vanished player leaves behind.

Game channels & GSPs, explained
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