A new path every run
Procedural rooms, corridors, encounters and loot reshape the dungeon on every run and every descent.
A browser roguelike by mastorna
Every step advances the world.
Every ray finds its path.
The curse
You are the Path Tracer. A curse has condemned you to an ever-changing route through the dungeon. Death brings you back—but every resurrection erases the path and sends you to the beginning.
Search rooms and corridors for equipment, supplies and secrets. Fight what lives in the dark, improve your character, and find the trapdoor leading deeper below. Each action gives the dungeon a chance to answer.
How deep must you descend to break the cycle?
Inside the dungeon
No two descents are alike. Build around what you find, read the light, and make every turn count.
Procedural rooms, corridors, encounters and loot reshape the dungeon on every run and every descent.
Position, armor, damage types, conditions, resistances and vulnerabilities turn each encounter into a choice.
Potions, scrolls and wands hide their purpose each run. Identify them—or discover their effects the dangerous way.
Remove torches from walls, carry them elsewhere, expose threats and exploit creatures that fear the flame.
Soft shadows, reflections, colored bounce light and flickering flames are calculated by the path tracer.
WebGPU acceleration, an automatic CPU fallback and scalable pixel-perfect resolution—no installation required.
The renderer
Every torch casts colored light. Monsters project shadows. Metal reflects the dungeon around it. Illumination bounces between stone, armor and flame before it reaches the camera.
Survive your way
Daggers, swords, axes, maces, great hammers, bows, crossbows and enchanted relics.
Finesse, ranged, two-handed, elemental, radiant, necrotic, psychic and force builds.
Recoverable thrown weapons, shattering potions, cursed gear and improvised meals from fallen monsters.
“The dungeon does not wait for you. It waits for your next move.”
Born under constraint
Dungeon Path Tracer began during LOWREZJAM 2026, using a tiny framebuffer to turn path-tracing noise, torchlight and chunky silhouettes into atmosphere.
The game has since grown beyond the jam constraint: the render resolution is now selectable, while its deliberate pixel character remains intact.
The path is waiting