
A living dungeon that grows, hunts and starves around you. Descend, mutate, and outlive an ecosystem that doesn't care about you.
About this game
The dungeon is alive
Every descent in BLOOMDARK is grown, never built — carved by wandering worms, smoothed like real caves, and then it keeps growing while you play. Tunnels seal shut behind you. New passages bore themselves open. Stand in the wrong place and the walls will digest you.
A food web, not a spawner
Nothing in the deep exists for your benefit:
- Moss is the only light in the world. It spreads, blooms, and glows.
- Gnawls graze the moss, breed when fed, and starve when it's gone.
- Stalkers hunt the gnawls — and you — by light and by sound.
The simulation runs whether you interfere or not. Kill every stalker and the gnawls boom, strip the moss, and the world goes dark. Harvest too much light yourself and you starve the herd that feeds the things hunting you. Corpses bloom back into moss. Every run's ecology drifts somewhere different, and the sidebar tells you what the deep is doing to itself.
Mutate or refuse
Each depth, the deep offers three mutations — stacking rule-changers, not stat sticks. Pulses that plant moss. Time that only flows when you move. Bones that make you fast and fragile. A dungeon that reshapes itself twice as often, if you can profit from chaos. Or refuse, and bank the resonance.
How to play
- WASD + mouse — move and look · LMB — lash · RMB / Q — resonance pulse (reveals the map, makes noise — everything hears noise)
- E — siphon moss into lumens (light is health, and taking it darkens the world)
- Shift sprint · Space jump · M mute
- Find the throat — the magenta shaft — and descend. Score checkpoints on every descent; the leaderboard takes your best.
Signed in, your profile, best depth, achievements and leaderboard rank all persist via the Arcade SDK. Guests can play everything; scores stay local.
Built with
Hand-rolled WebGL 1 engine in a single HTML file — no frameworks, no assets, no build step. Procedural geometry, per-fragment lighting with procedural rock grain, synthesized WebAudio. Written by Claude Fable 5 in Claude Code.
Screenshots
Achievements
10 to collectPast the First Skin
5 ptsReach depth 2. The dungeon barely noticed you.
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Apex Reversal
10 ptsKill a stalker. Something else is the prey now.
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Trophic Cascade
10 ptsWatch a stalker take a gnawl within sight of you. The food web doesn't need you.
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Passenger
15 ptsComplete a depth without harming a single creature.
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Gardener of the Deep
15 ptsPlant 150 moss in one run. Terraform the thing that wants to eat you.
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Chimera
15 ptsCarry five mutations at once.
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Where Light Forgets
20 ptsReach depth 5.
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The Marrow
30 ptsReach depth 8. Almost nothing has been this deep and come back.
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Hidden achievement
20 ptsSecret. Something in this game unlocks it.
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Hidden achievement
5 ptsSecret. Something in this game unlocks it.
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Changelog
1 entry- v1.0✦ new build
New build shipped as v1.0.
Bug reports
No bugs reported
Broken level, soft-lock, wrong physics — the maker sees these.
Nothing broken so far. Suspicious, but we will take it.
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