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Tomb Dash

A grid-maze arcade game — dash until a wall stops you, sweep up every relic, and slip out before the spikes catch you.

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About Tomb Dash

You get one decision at a time.

Swipe and you dash — not a step but a full run, until something stops you. There is no turning in the air and no braking, so every place you come to rest is the only place the next choice exists. That turns a tomb full of corridors into a question about where you are allowed to stop.

The tomb does not wait. Rest against a blue wall and it grows teeth. Spikes sit in the open, where a careless run ends. Bats walk the long corridors, and a dash moves seven times faster than they do — so outrunning one was never the answer. Waiting is.

Three relics are hidden in every level at rising cost: one on the way, one a detour, one somewhere you will have to earn. Clearing a level opens the next, and there is no last one — the ladder is generated and it keeps going. It is the same ladder for everybody, so level 40 means the same thing to you as it does to anyone else.

Neon pixel art on pure black. A chiptune score with no recordings in it — every sound is synthesised as it plays.

Swipe to dash. The rest is timing.