MASK UP! MINE

Something woke up below the old coal mine. Keep your rebreather on, your lamp lit and your air fresh, and go down, tier by tier.

Mask Up! Mine 0.1 · Drag anywhere or WASD to move. Attacks fire by themselves. Escape pauses.

CHOOSE YOUR ATTACK

TIER CLEARED!

Choose a bonus

PAUSED

YOUR LAMP WENT OUT

THE THING BELOW FALLS!

The mine is quiet. Keep digging into endless tiers, or go home with your earnings.

MINER'S HANDBOOK

Page 1

COMPANY STORE

FUSIONS

Get both attacks to Lv.3 in a run. The fusion then always shows up as a choice. It takes one slot and replaces both.

SHIFT ORDERS

GUIDE

Playing

Moving. Drag anywhere (or WASD). Your attacks fire by themselves.

Tiers. Kills fill the tier bar. Clear a tier and pick a bonus. Bosses (tiers 5, 10, 15...) must die before you move on. After 60 s with a boss, the air goes bad.

Attacks. 6 slots, levels 1 to 5. Each level-up card lists exactly what that level adds (more damage, plus things like extra rivets, pierce or a bigger area).

Fusions. Some attack pairs fuse when both are strong enough. You have to find them. A fusion takes one slot and replaces both.

The dark

Your lamp. The mine is dark. You see clearly only inside your lamp's light (135 to start). Outside it you see only eyes. Lamp % makes the light wider (max +200%).

Lamp oil (dropped by kills) makes the light 50% wider for 10 seconds.

Firedamp

Where it comes from. From tier 2, firedamp bursts out of cracks near you every few seconds (a red dashed circle shows where, 1.5 s before; the burst hurts). Lurkers leave a pocket when they die. Bosses and elite moths bring it too. It is a faint yellow-green haze, hard to see in the dark.

AIR. In firedamp your air drains about 20 per second. Out of it, air refills 3 per second.

No air. At 0 you lose 7% of your max HP every second you stay in firedamp. Step out!

Steady Breath slows the drain: at 80% (the max) it is about 10 per second.

Air tanks (dropped by kills) refill half your air. First-aid kits heal a quarter of your HP.

Fire ignites firedamp. When your fire (Oil Flask, Blowtorch, burning ground, flares) touches a pocket, it explodes: every enemy in it is hurt and the pocket is gone. It never hurts you.

The canary. While you have a Canary (or Golden Flock), firedamp pockets show as dashed rings even in the dark. Your own stinkdamp is blue and never hurts you.

The air goes bad. After 60 s against a boss the whole tunnel counts as firedamp, your light shrinks, and it gets worse every second. Kill bosses quickly.

Enemies

Ordinary cave things only hurt you by touch. Only bosses and elites (purple-ringed) spit or throw things.

Items. Purple-ringed enemies carry an item. You find out what it is when it drops.

On screen. Each enemy shows its HP and its damage per hit (before your DEF). Your stats are bottom left; pause for the full list.

Your stats

HP is your life. At 0 your lamp goes out and the run ends.

ATK is the base damage of every attack. Each attack hits for ATK x its own power x its level.

DEF softens hits: you take hit x hit / (hit + DEF). DEF equal to the hit halves it. Every hit still takes at least 2% of your max HP.

LCK makes rarer bonus cards and more air tanks, first-aid kits and lamp oil. It never changes item drops.

DPS is your damage per second over the last 5 seconds. Pause shows it per attack.

Crit is the chance a hit crits (5% to start, max 100%). Crit DMG is how hard: 150% to start.

Atk Speed makes attacks fire more often: +100% = twice as often (max +400%).

Size makes blasts, auras and clouds bigger. Projectile adds shots, carts or birds to most attacks (max +10).

Duration makes clouds, drill rigs and other lasting things last longer.

Resist cuts damage again after DEF (max 80%).

Regen heals that much HP each second. Lifesteal heals a share of the damage you deal (max 20%, and at most 2% of max HP per hit).

Move is your speed (max +150%).

Air is how much firedamp you can breathe through. Steady Breath makes it drain slower (max 80%). Lamp widens your light.

XP, Tokens, Coal give more of each.

Loot raises every item's drop chance (Loot +100% = twice as likely).

Between runs

Tokens come from clearing tiers and bosses. They buy upgrades in the MINER'S HANDBOOK. Spend half of a page to open the next. Every 4th page is a supplies page with big flat stats.

Coal comes from kills. It buys gear at the COMPANY STORE. Gear never changes.

KIT. Wear a Mask (rebreather: stats every run level), Arms, Uniform and Kit items.

Shift orders are one-time goals with rewards. Shift pay earns tokens while you are away.

KIT