BAUD GAMES / ROOTWEEKLY DEVLOGSNODE PG

[ WEEKLY TRANSMISSION // JUL 10–17, 2026 ]

A new view into the dungeon

The Proving Grounds can now turn an adventure into an 80-column, first-person dungeon screen without replacing the game underneath it.

Rooms, exits, barriers, encounters, and movement still come from the established adventure system. What changed is how the darkness meets you.

WIZARDRY MODE

The new optional display mode redraws the adventure as a framed terminal viewport with facing-aware corridors, side passages, barriers, player status, room text, commands, and an event log. Movement still uses the familiar N/S/E/W room graph, so the new presentation does not ask classic-mode players to relearn the dungeon.

The preference is available during sign-in and in settings, persists with the character, and only activates on an 80-column terminal. Classic 40- and 80-column play remain intact.

SOMETHING IN THE VIEWPORT

Encounters can now fill the frame with terminal portraits selected by creature family—from humanoids and undead to demons, dragons, constructs, beasts, slimes, and stranger shapes. The renderer also changes its backdrop for halls, caverns, royal chambers, mystic rooms, and water.

MORE FROM THE DUNGEON

  • Facing follows your most recent travel direction, so the same room reads differently depending on how you entered it.
  • Wizardry-mode state survives adventure saves and restores with the rest of the run.
  • The dragon portrait was realigned after review so its wings and body stay centered in the encounter frame.