What this is

Twelve descending dungeon levels of glowing ASCII. BSP partitioning carves rectangular rooms and connects them with L-shaped corridors. Shadowcast FOV reveals geometry crisply; explored tiles dim to 35% so you remember the map. Six enemy archetypes with distinct AI: rats swarm and stack damage, kobolds shoot with line-of-sight bresenham, trolls regenerate unless burning, dragons exhale a three-tile cone of fire that ignores walls, ghosts phase through walls and drain XP, liches summon skeletons and cast ice rays. Eight item categories — weapons, armor, potions, scrolls, wands, rings, amulets, food — with named synergies that surface as soft-green hints when you find a combination ("flame brand + ring of fire — every strike ignites"). Move with arrows or hjkl. i for inventory, > to descend. Death wipes everything. Permadeath. Press a key to begin the descent.

Why this is mind-blowing

Roguelikes are usually long projects because so many systems must compose without breaking — generation, scheduling, FOV, AI, items, balance, death state. This one composes them all in 51KB of one file, and the shadowBlur halo on every glyph turns ASCII into something that genuinely feels like a dungeon. Smoke-tested with 5,000 random keypresses; the game survives every kind of death and starts the next descent.