JOFD — Just One Floor Deeper

How deep will you dare to go?

A pocket-sized dungeon crawler for WOWCube. Twist to explore, fight what's waiting in the dark, grab the loot… and then make the terrible decision to go just one floor deeper.

A SquigglyFrog Studios gameBuilt for WOWCube
ExploreEvery floor is new. Fog hides the rest.
FightTurn-based. The monster swings first.
LootGear, gold, scrap and potions.
Level upOne Adventurer. Your build, your choices.
DescendBank it, or carry it deeper.
How to play

The whole game in six steps

No tutorial pop-ups, no button prompts. Hold the cube, look down, and the dungeon teaches you the rest.

1

Twist to move

Your Adventurer stays pinned to the face you're looking at. The dungeon slides beneath them. Twist the cube and you take one step north, south, east or west, and one more cell comes out of the fog.

The map is far bigger than the screen. Corridors, rooms, dead ends, hidden passages. What you have already seen stays where it is; what you haven't is dark.

Tip  Hold the cube flat and look down at it. JOFD lives on whichever face is up.
2

Watch the dark

Every floor starts black. The cells around you light up as you walk, and what you've seen stays lit. Monsters stand in the open once you've seen them, and some of them wander: get within a few steps of a roamer and it comes for you, a cell for every step you take.

Traps are the exception. They're invisible until you're standing on one, and a sprung trap stays marked so you never take it twice. A map from a chest, or the witch's Reading, pulls the fog back early.

Rule  A sprung trap hurts, but it never kills. Only a fight can do that.
3

Tap tap to act

Stand on something interesting and the cube asks a question: PRAY? TRADE? TALK? OPEN? Two taps says yes. Fountains refill you, shrines bless you, vendors trade, the witch bargains and NPCs hand out quests.

Every one of them is a choice, never an obligation. Walk past the shrine. Ignore the witch. Leave the chest locked. The stairs don't care.

PRAY?TAP TAP
4

Fight

Bump into a monster and it's turn-based from there, and the monster always swings first. Twist through your carousel of actions: a plain attack, every ability you've learned, a potion from the pack, or your legs. Tap to commit.

Damage types leave marks. Fire burns, frost freezes, slashing bleeds, bludgeoning stuns, necrotic curses. Bring the cure, or bring the immunity.

Elites  Hit harder, pay better, and Tombs guarantee one at the end.
VS
-7
5

Loot & equip

Six slots and no filler: Armor, two Hands, two Rings and an Amulet. Weapons and armor wear down with use; rings and amulets don't. Compare, equip, sell, or dismantle for scrap.

The pack holds the rest: potions, antidotes, bandages, keys and whatever a quest-giver asked you to fetch. Stack it deep. The dungeon fights dirty.

6

Find the stairs

Every floor ends at the stairs down. Go deeper and everything you're carrying rides with you, and dies with you. Return to Sanctuary and it's banked: safe, forever, yours.

That's the whole game in one decision, made at the top of every staircase, with a little less health than you'd like.

The question  Not "can I clear this floor?" but "is one more worth what I'm holding?"
Controls

The cube is the controller

No buttons, no touchscreen, no stick. Two gestures and a way of holding it.

Twist

Rotate one half of the cube. In the dungeon that's a step. In a menu it scrolls the list. In a fight it cycles your actions.

one twist · one step

Tap tap

Two firm taps on the cube. Says yes to whatever you're standing on, confirms a menu row, commits your combat action.

tap tap · yes

Look down

JOFD is played on whichever face is up. Hold the cube flat, look down, and the dungeon is always the right way round.

top face · always upright
Optional. Small. Meaner.

Tombs

A quest can open a portal to a Tomb: a handful of rooms tucked off the main floor, with their own keys, their own locks and an Elite waiting at the end.

The floor you left is parked exactly as you left it. Inside, expect a fight two to five floors nastier than the one outside. Beat it and the rewards match. Or walk past the portal. Nobody is making you.

+2 to +5floors of difficulty, on top of where you are
1 Eliteguaranteed, holding the way out
0obligation to go in
A crackling purple portal The Bone Tyrant, an elite skeleton king
The bestiary

Things that live in the dark

From the swarm bee on floor one to what only crawls out past floor a hundred. Every family gets meaner as you go, and every monster hits with a type that can leave a mark.

Green Slimefloors 1–9
Cave Batfloors 1–9
Cave Spiderfloors 1–9
Swarm Beefloors 1–9
Tunnel Wormfloors 2–10
Skeletonfloors 3–11
Zombiefloors 3–11
Red Beetlefloors 3–11
Gribbitfloors 4–12
Skritterfloors 4–12
Rogue Dwarffloors 5–13
Grunkfloors 5–13
Dark Elffloors 6–14
Gargoylefloors 6–14
Ogrefloors 6–14
Cave Trollfloors 8–16
Bone Archerfloors 9–17
Stone Golemfloors 9–17
Warlockfloors 9–17
Gawkerfloors 10–18
Stormlingfloors 10–18
Torcfloors 11–19
Vampirefloors 12–20
Cyclopsfloors 13–21
Mirelingfloors 14–22
Skeleton Kingfloors 14–22
Lesser Demonfloors 16–24
Dungeon Shadefloors 16–24
Sporecapfloor 18 and down
Great Wormfloor 18 and down
Frostboundfloor 19 and down
Dread Warlockfloor 18 and down
Bone Tyrantfloor 22 and down
Dread Demonfloor 25 and down
PoisonBleeds your HP a tick at a time, in the fight and on the map.Cure: Antidote
BleedSame wound, sharper cause. Slashing weapons open it.Cure: Bandage
BurnFire that keeps burning after the blow.Cure: Greater Bandage
FreezeLose your turn and take extra while you thaw.Frost. Fights only
StunLose your next action. Clubs, maces, trolls, falling stone.Bludgeoning. Fights only
CurseHalf healing, weaker blows, clumsy feet.Cure: Holy Water
BlindFog on every cell but your own. Dart traps, mostly.Cure: Clearsight Drops
The Sanctuary: a torchlit camp with a blacksmith, a campfire and the stairs down into the dungeon
Floor 0 · the camp above the stairs
Between descents

Sanctuary

The camp at the top of the stairs. Rest, bank, repair, and decide whether you're really going back down.

DescendA fresh expedition from your deepest floor.
StashYour bank. Gear and gold the dungeon can't touch.
SmithRepair worn gear. Upgrade what you love.
LeaveBack to the title. The dungeon will wait.
Banked at the stairsEverything you carried up: gold, items, gear, XP and the floor count. Safe for good.
Lost when you fallWhat's on your rack and in your pockets. Worn gear and XP survive the fall; you wake at camp, poorer and wiser.
The Adventurer, sword raised in victory
Your Adventurer

No classes. Just choices.

There is one Adventurer, and they become whatever the dungeon makes of them.

Level up for health, mana and stats. Learn abilities and keep every one of them: no loadouts, no swapping at camp, the whole carousel is always yours. Your build is the answer to what the floors actually gave you, not a script you picked on day one.

HPThe only number that ends a run.
ManaFuel for spells and abilities.
ATKPhysical punch.
DEFPhysical armor.
MAGSpell and ability power.
RESMagical and elemental armor.

Shrine blessings, one at a time, for the floor:

MightStoneLifeSpiritFortunePlentyInsightWarding
Built for the cube

A dungeon you hold

WOWCube is a twisting 2×2×2 cube with a screen on every one of its twenty-four faces.

JOFD draws the dungeon on the four screens facing up, keeps your Adventurer pinned in the middle of them, and turns every twist of the cube into a step. Combat, inventory, the vendor, the smith: all of it lives on those four little squares, and all of it is driven by twisting and tapping the thing in your hands.

8modules that twist against each other
24screens, four of them the dungeon
1twist per step
Questions

Before you go down

Why did the monster hit me before I could do anything?

That's the rule. Monsters always get the opening action; there's no initiative roll and no speed stat to game. Walk into a fight with the health to take one hit, or don't walk into it.

How do I know where the traps are?

You don't, until you're standing on one. Traps are invisible, they never kill on their own, and a sprung one stays marked. Monsters are the danger you can see: once a cell is lit, whatever stands on it is in plain view, and the ones that wander will come for you when you get close.

Do I have to kill everything on a floor?

No. Unless a quest asks for it, the stairs are the only thing you need. Everything else is optional danger with optional rewards.

What happens when I die?

Whatever you were carrying stays in the dungeon. What you were wearing, your level and your banked stash come home with you, and you wake at the Sanctuary ready to try again.

Can I keep more than one shrine blessing?

One at a time. Praying at another shrine swaps it, and the shrine you left refills, so a floor with two shrines can be worked back and forth. Blessings end when you descend.

Are shrines and witches the same thing?

Shrines are safe. A witch sells help for carried gold, and her brew is a gamble that can heal you, pay you, or poison, curse and blind you.

What's a Tomb?

An optional mini-dungeon reached through a portal, meaner than the floor around it, with a guaranteed Elite at the end and better loot to match. The floor you left waits for you exactly as it was.

Why doesn't my Adventurer move across the screen?

They're pinned to the centre of the view and the map scrolls under them. On a cube face the size of a postage stamp, that keeps the dungeon readable no matter how you're holding it.

Is it finished?

Not yet. JOFD is in development for WOWCube, and controls and balance are still being tuned on real hardware. This page will change as the game does.

Coming to WOWCube

Ready to go deeper?

Just One Floor Deeper is in development for WOWCube. Be first through the door when it lands on the cube's app store.

Pre-release. Screens shown are mock-ups built from the game's art; controls and balance can change before launch.