🧭 Navigation
DEPTH0ft
CRAFT1.00× · T1
CAVE-INS0
MULE0 / 12
🏘 Community & demands
TOWN0heads
INJURED0hurt
FOOD0
WOOD0
SUPPORT0 / 0
⚙ Industry flow
COIN0
METAL0
CINNABAR0
BAUXITE0
QUICK0
ALUM0
PHOS0
SULPHUR0
COPPER0
TIN0
BRONZE0
🩺 Life-support loops
TIMBER100%
ROT×1.00stable
SCHOOL0 / 0 ftwithin schooling
CREW—
FERTILE0soil fed
LARDERfed
WELL0 ftlevy on
🏛 TOWN HALL — Policies
Labour focus
Where the townsfolk spend their day — felling trees for wood or working the fields for food.
Larder
Rationing halves the calories the town eats, at the cost of a leaner, slower-growing settlement.
The Well
The Deep Levy permits the well head to be sunk deeper — each extension swallows townsfolk into the dark.
Public Works — raise with coin
Civic buildings paid for with coin from the general store. Each unlocks a new way to sustain a deeper mine — a school for depth, a bakery for far rations, a hospital for hurt folk, and the ladder works to shore up timber on their own.
Mine Upkeep — Ladder Works
Repair crew 30%
Wood budget 15%
Food budget 15%
The crew shores up your tunnels on their own, but only while wood and food last. The budgets cap how much of each store they may burn each second.
🏪 GENERAL STORE — Trade Depot
COIN0
CINNABAR0
BAUXITE0
QUICKSILVER0
ALUMINIUM0
METAL0
SULPHUR0
BRONZE0
Sell cinnabar 1 → 4 coin
Sell bauxite 1 → 2 coin
Sell quicksilver 1 → 14 coin
Sell aluminium 1 → 22 coin
Sell sulphur 1 → 3 coin
Sell bronze 1 → 20 coin
Import metal 18 coin → 3 metal
Raw red crystals fetch little abroad — smelt them at the furnace for quicksilver and aluminium, which sell for far more. Sulphur, copper & tin come only from the deadly second layer. Coin buys metal shipped in.
🏭 SMELTER — Roasting House
COIN0
CINNABAR0
BAUXITE0
QUICKSILVER0
ALUMINIUM0
COPPER0
TIN0
SULPHUR0
BRONZE0
Reagent store — chemicals for the roast
Quicklime CaO — have 0
Coke C — have 0
Caustic soda NaOH — have 0
Cryolite Na₃AlF₆ — have 0
Roast cinnabar → quicksilver
HgS + O₂ → Hg + SO₂↑
Reagents: 1× Quicklime (CaO) to fix the sulphur, 1× Coke (C) for the retort fire
Byproduct: sulphur-dioxide fumes — the stack belches pollution.
Refine bauxite → aluminium
Al₂O₃ → Al  (Bayer + Hall–Héroult)
Reagents: 1× Caustic soda (NaOH) to digest, 1× Cryolite (Na₃AlF₆) flux, 1× Coke (C) anode
Byproduct: CO₂ & fluoride fumes — heavy pollution.
Forge bronze — the deep alloy
2 Cu + Sn → bronze  (fired with coke)
Needs 2× copper and 1× tin from the deep layer, plus 1× Coke (C) for the crucible.
Copper & tin lie only in the deadly second layer — no tools yet survive it, so this forge waits on a future layer-2 toolset.
The furnace sits well clear of town for good reason — every roast throws a thick, foul plume from the stack. Sell the refined metal and bronze at the general store.
🗻 ENTER THE MOUNTAIN — choose your rachio-dominus
A rachio-dominus is a timeless ogre that descends at your side. Pick one to carry its skill into the dark — only one may go down with you.
🗺 RESOURCE FLOW — Tech Tree
implemented planned / not yet built Arrows read top→bottom: raw deposits feed extraction, the surface feeds the town, and processing & trade turn crystals into coin.
⛏ REEFTON
A / D walk   W climb up
Q / E dig the layer below (widen L/R)
S dig straight down & drop in
on a ladder, Q/W/E also dig upward through the rock
1 ladder (costs wood)   2 mine shaft (1 iron + 2 wood per cell)
R shore up timber   F sink the well deeper
SPACE use building (over it) / dominus skill   X dominus skill
T town hall   G store   M smelter   C tech tree   (or click the buildings)
🔴 veins are cinnabar (deep) or bauxite (shallow) — smelt them for metal
🟩 phosphorus veins (green-grey, yellow flecks) fertilise the woods — no phosphorus, no regrowth
☠ the deadly deep (~90 tiles down) holds sulphur, copper & tin — but breaching it kills the miner; no layer-2 toolset exists yet
⚒ at the smelter, forge 2 copper + 1 tin + coke → bronze once the deep can be worked
🌲 townsfolk fell timber (wood) & farm fields (food)
🐴 the mule hauls dug ore up shafts (not ladders) — it frets if it can't reach the surface
⛏ a mine shaft runs straight up to daylight & down from your spot — buy iron (metal) at the store to pay for it
🏘 wealth raises rickety towers (up to 6 storeys) & craft quality
🗻 pick a rachio-dominus ogre each time you enter the mountain — the rare, gentle solace dominus (🌸) soothes the whole camp
🏛 the Town Hall raises public works: ladder works (auto-shore), school (depth), bakery (far rations), hospital (heal hurt folk), church (fewer hurts)
Timber rots when nobody visits — patrol old tunnels or they cave in. The earth has no floor: it only deepens. The well head is a free lift that never rots, but sinking it deeper costs townsfolk. Trade ore for coin and metal at the store.
🍃💨

REEFTON

MADNESS — Mine & Maintain

A pot-hazed mining town chases mineral wealth in the deep dark. Every scaffold and shaft rots the moment it is forgotten — and the town can only shore up as much timber as it has heads. Dig rich, but keep walking your tunnels, or the mountain takes them back.

A/D walk Q/S/E dig below 1 ladder 2 shaft R shore up