Cinderburrow game artwork
CinderburrowHTML5 LOCAL
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ARARCADEREBOOT ORIGINAL · RELEASEDHTML5 LOCALRuntime verified2026

Cinderburrow

A genuine long-form arcade roguelike: 120 compact tactical chambers, permanent floor-by-floor scoring, chapter Wardens and no safety-net retries. Cinderburrow now turns every route decision into lasting leaderboard pressure without losing its warm clay-diorama identity.

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Created by ArcadeReboot LabsPublished by ArcadeReboot17 verified launches

Cinderburrow: Endless Expedition rebuilds the tactile turn-based roguelike as a 120-floor score campaign. Every valid action advances the clay guardians. Gather two ember relics, defeat the Root Warden on every tenth floor, and escape through the root gate to permanently bank that floor’s score. An unfinished floor is discarded when the lantern dies; there are no floor retries, continues or infinite attempts. Ember Blessings arrive every fifth floor, Memory Shards reveal twelve lore chapters, and the environment evolves across twelve ten-floor regions. Fresh Lantern Journey, Arcade Expedition and Daily Burrow runs each use dedicated leaderboards. Lantern Journey offers a single-use local checkpoint after cleared floors, but any resumed Journey becomes local-only. Keyboard, pointer, touch, accessibility and standard gamepad controls are supported. Connected ArcadeReboot identity, server UTC, live status and record celebrations are optional enhancements; the complete expedition remains standalone-first.

Choose Lantern Journey, Arcade Expedition or Daily Burrow, then select Enter the Burrow. Move or aim with Arrow keys, WASD, pointer, touch D-pad, left stick or gamepad D-pad. Every valid move, strike, wait or tool use spends one turn before guardians act. Use 1/Z for Spark, 2/X for Lure, 3/C for Seal and 4/V for Dash; Q/E cycles tools, while Escape or gamepad B cancels. Space or gamepad A waits. P or gamepad Start pauses. Collect both ember relics; on floors 10, 20 and every tenth floor, also defeat the Root Warden before entering the gate. Every cleared floor banks its score permanently. Choose one Ember Blessing every fifth floor. When Ember reaches zero the run ends immediately: the active floor is lost, banked floors remain in the final total, and no floor retry or continue is available. Fresh runs submit their banked total at game over or after floor 120. A resumed Lantern Journey is local-only.

KeyboardArrow keys or WASD: move/aim1 or Z: Spark2 or X: Lure3 or C: Seal4 or V: DashQ / E: cycle available toolsEscape: cancel selected tool or pauseSpace: waitP: pauseM: soundEnter: start, confirm a fifth-floor blessing or continue
Mouse / TouchSelect modes, settings, tools and Ember BlessingsClick an adjacent direction on the board to move or aim
GamepadD-pad or left stick: move/aim and navigate choicesX: SparkY: LureLeft bumper: SealRight bumper: DashA: wait/start/confirmB: cancel selected toolStart: pause
ENGINEHTML5 LOCAL
SCORE BOARDS3
GAMEPADREADY
MOBILEREADY
RIGHTSOWNED
QUALITY100/100
PLAYER TRANSMISSIONS

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