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Punball · systems design

Recover the seal. Survive the dragon.

Ashhorn’s Seal is a first-person fantasy-adventure slice. Explore an ancient crypt, fight goblins and many-eyed monsters, defeat the dragon, then recover the Ember Seal and carry it to the entrance. The original ten-level raycaster remains available as Classic.

BUILD Playable 3D sliceSCOPE One authored descent + Classic

§ 1

A crypt and a relic quest

Enter the Threshold, cross the Hall of the Watchers and descend toward Ashhorn. An eastern passage loops around the main route and contains a secret and a tonic. Defeat the dragon, then use the rear-wall shrine to take the Ember Seal. Carry it back and use the entrance door to finish.

The new quest records local best score and escape time in its own save namespace. Settings migrate from the earlier slice; its older records remain archived. It does not submit its points to the Classic leaderboard. This keeps the two rule sets separate while the new encounter is being tested.

§ 2

Movement and the ember staff

WASD moves and strafes. Click the room to capture the mouse for full look. Space or a captured click fires. Shift dashes. E uses nearby objects. Arrows provide a turning fallback. Escape pauses. Touch has a movement stick, a separate look area and FIRE, DASH and USE controls.

The runic ember staff has unlimited shots and a cooldown. Walls and pillars block hits. A small aim assist helps with precise targets. Impact, hit and armor contact are different events. Ashhorn takes damage at its exposed throat during recovery after a breath attack. Armored scales reject other hits.

§ 3

Warnings are game rules

Goblin scouts, many-eyed cave creatures and Ashhorn have explicit wind-up, attack and recovery states. Amber floor warnings use the simulation's own attack geometry. The threat locks its strike before it lands. Moving out of that shape avoids the announced attack.

The game runs a seeded fixed-step simulation. The renderer presents that state with weathered basalt, carved runes, roots, animated monster sculpts and bounded effects. Input, collision, damage, pickups and scoring remain outside the renderer.

§ 4

Comfort and interruption

Settings include sound, ambient music, look sensitivity and a steady-camera option. Sound starts after a gesture. A hidden page, lost focus, open cabinet menu or graphics interruption pauses combat and clears held controls. Leaving the game releases its renderer, listeners and audio.

§ 5

Classic is still here

Classic retains the ten creepy-silly raycaster levels, starter blaster, chainsaw, zapper and original score rules. Its maze and combat are two-dimensional. The new 3D slice has its own local bests and makes no claim to a full ten-level replacement campaign.