Open sky, full light, no precipitation. The surface is at its most hospitable. Temperature effects and night darkening still apply, but no rain mechanics are active.
Weather moves along a single spectrum of five named conditions. Each condition can only advance one step in either direction per change, and changes only happen with roughly a 5% chance each turn, so weather shifts gradually and always announces itself with a message.
Open sky, full light, no precipitation. The surface is at its most hospitable. Temperature effects and night darkening still apply, but no rain mechanics are active.
The sky fills with cloud cover. Conditions are overcast but dry. A precursor to heavier weather, or a sign that a storm is easing off. No precipitation effects.
Heavy cloud without yet breaking into rain. The world is dim and pressured. One step away from rain in either direction: overcast either deepens or lifts, it rarely holds.
Steady rainfall. Rain effects become active on the surface: the overlay appears, audio begins, and the world starts to clean itself turn by turn. Underground, rain seeps through, incrementing flood levels in the current room each turn.
The most severe condition. All rain effects apply at full intensity. Underground flooding accumulates at the same rate as rain; a storm does not flood faster, but feels more dangerous on the surface due to the layered visual and audio intensity.
Alongside the weather condition, a global temperature index drifts between −5 and +5. It shifts by one step with roughly a 10% chance per turn, biased back toward zero; extremes are possible but do not persist indefinitely. Time of day adds its own layer on top: the surface is coldest before dawn and warmest in the early afternoon, following a gradual curve through each 24-turn day. Both effects are surface only; underground rooms are thermally insulated from the sky above.
The scene lighting darkens across all channels, reflecting the grey and muted quality of a cold day. The colder the index, the more pronounced the shift. Cold also contributes a temperature penalty to the player's internal temperature:clothing and insulated gear mitigate this, the same as any cold source inside a dungeon.
The default range. No visual penalty, no temperature modifier from weather. The lighting reflects time of day normally, and the scene renders without tinting or overlay. Most outdoor turns will fall within this band.
The lighting palette shifts toward orange. At +4 and above, a heat-shimmer overlay appears over the scene, faintly distorting the stage to suggest extreme ambient heat. Both the visual tint and the overlay remove themselves the moment the index drops below their respective thresholds:there is no fade delay.
When the condition reaches rain or storm and the player is on the surface, a rain texture fades in over the scene. The fade is gradual, so weather changes feel like they are happening to the world rather than being switched.
The overlay is visible only where the current map has open sky. Rain does not render inside dungeons, interiors, or underground areas.
Looped rain audio begins when rain or storm is active. On the surface the audio plays at full music volume. Underground, the same audio continues at 15% of full volume, audible enough to register that the world above is wet without dominating the dungeon soundscape.
The audio stops cleanly when weather moves back to overcast or better, and loops continuously for as long as rain persists.
Players on lower-end hardware can disable the rain visual effect via the Settings menu. The preference is stored in the browser and persists across sessions. Audio is not affected by this toggle:only the visual overlay is suppressed. The toggle can be re-enabled at any time from the same menu.
Night and day on the surface are governed by the game clock. Night hours darken the scene lighting, making the exterior meaningfully darker than the interior of any dungeon. They also carry a thermal penalty: the hours before dawn are the coldest point of each day, and the player's temperature drifts down more quickly than it would in the same conditions at noon. Underground spaces are entirely unaffected: they have no sky.
Both effects apply simultaneously. A cold night outside is very dark and very cold: the lighting penalty from the temperature index stacks with the night darkening, and the thermal penalties compound. It is the harshest combination the surface weather can produce.
The rain overlay renders at full opacity and the audio plays normally. The night darkening applies to the stage light behind the overlay. The overall effect is a dark, wet scene: which is what a rainy night should look like.
The early afternoon hours are the warmest point of each day. On a hot day with a high temperature index, the combination can push the player's warmth into dangerous territory. Shade, cool water, and insulation all help.
Rain does not merely look different; it changes the state of every location card around you while it falls. Each turn of active rain or storm on the surface applies a cleaning pass to all five location cards: the current room and each of the four exits.
While outside and raining, every dirt substance on every surrounding card is reduced by a fixed amount each turn. Substances that reach zero are removed entirely. Over several turns of sustained rain, stained ground, blood-spattered exits, and fouled locations gradually become clean:the dungeon washes itself. The cleaning applies to all substances without restriction.
Flooded locations are cleaned by the same amount per turn, but mud is exempt. Flood water is itself a muddy medium:it spreads sediment and silt rather than washing them away. Every other substance is reduced normally, but the mud substance is left untouched. A flooded room cleans blood, grime, and organic residue while accumulating its own particular kind of filth.
When rain or storm is active and the player is underground, already-flooded rooms deepen each turn. Dry rooms are unaffected: rain seeps deeper, not wider. When a flooded room reaches its highest level, the water has nowhere left to go and begins spilling into adjacent underground rooms, seeding them and starting the rise there. A dungeon can flood gradually from a single source outward, given enough rain and time.
The sleep and rest screen always displays the current weather condition alongside the time of day. An icon and condition label sit inside a dedicated weather panel within the widget. This information is live:if you open the sleep screen mid-turn, it reflects the condition as it was when the turn processed.
Holding the space bar at any time opens the sleep widget as a read-only overlay on a darkened backdrop. The widget shows the current time, weather condition, and temperature index without spending a rest turn. Releasing the space bar dismisses the overlay. This lets you check conditions at any moment without committing to sleep.