=== DESCRIPTION (copy everything below this line) ===

Duskfall is a voxel survival sandbox that collides with tower defense.

BY DAY you explore a brand-new island every game: floating sky islands, fiery Emberwood forests, glowing Glowcap marshes, frozen peaks, caves, mineshafts, dungeons and desert temples with traps. Mine blocks, craft tools, cook food, and glide down from the sky islands.

BY NIGHT the Dusk comes for your Beacon. Creatures arrive in waves and dig through weak walls. Build stone walls, place spike traps and bolt turrets, and fight beside them. Every creature drops Dusk Shards. Feed them to the Beacon to upgrade it. A giant Colossus arrives every 5th night. Survive 10 nights to save the island.

GENRE COLLISION: the day is a survival sandbox, the night is a tower-defense siege, and both use the same blocks. Everything you mine becomes your defense.

HOW TO PLAY

Click the game to capture the mouse.

- WASD: move

- Space: jump. Hold Space while falling to glide

- Shift: sprint. C: crouch

- Left mouse (hold): break blocks / attack

- Right mouse: place / use / eat

- E: inventory and crafting

- M: map

- Q: drop item

- 1-9 or mouse wheel: hotbar

- Esc: pause

TIPS

- Night falls about 3 minutes in. Build your defenses before then, or summon the night early at the Beacon.

- Creatures dig through dirt and wood quickly. Stone and Reinforced Walls hold much longer.

- Bolt Turrets shoot on their own. The starter crate next to the Beacon has one turret and 4 spike traps.

- Treasure maps from crates mark buried loot on your map (M).

Best on a desktop browser (Chrome, Edge or Firefox) with a mouse. If it runs slowly, lower the render distance in Settings.

CREDITS

Made solo for the Bezi Mega Jam (theme: Genre Collision).

Built with three.js (MIT license). All textures, models, sounds and music are generated by code while the game runs. No pre-made assets were used.