Richard ZinkandClaude Opus 5.5 af6be62805 Touch interface for phones and tablets; category toolbar for mouse and touch
- touch.rs: gesture recognition (tap, double tap, long press, drag, two-finger pan/pinch/rotate)
- Touch mode: Auto (touch device or first touch) / On / Off in Settings -> Game
- Larger interface factor on touch screens, top bar wraps, smaller minimap, fewer messages
- Toolbar grouped into categories with pop-up rows and a menu button, also on the desktop
- Long press shows information or drops held units; double tap with the hand slaps
- Savegame name via the browser's text dialog when the name field is tapped
- Touch help texts (EN/DE)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:10:53 +01:00
2026-11-03 08:30:49 +01:00
2026-11-03 08:30:49 +01:00

DungeonCraft

An original dungeon building & defence game that runs in the browser (Rust + macroquad, compiled to WebAssembly).

Dig out your underground realm, claim the portal to attract creatures, keep them fed, rested and paid, fend off endless hero waves that adapt to your army – and finally destroy the Hero Gate.

  • 3D isometric view with a freely rotatable and tiltable camera
  • Procedural pixel art, irregular cave walls, flickering torch light
  • CP437 text-mode style interface with the DINOBYTE bitmap font
  • Map sizes from 64×64 to 256×256 tiles (one portal per 64×64 tiles, guarded treasure caves on bigger maps)
  • English and German (language files in lang/, easy to extend)

See DESIGN.md for all design decisions and CREDITS.md for third-party assets.

Running

The easiest way is Docker; the image builds the WASM file and serves it with nginx. A second container runs the savegame service (see below):

docker compose up -d --build
# open http://localhost:18093

Building without Docker

Requirements: Rust with the wasm32-unknown-unknown target.

rustup target add wasm32-unknown-unknown
cargo build --release --target wasm32-unknown-unknown
cp target/wasm32-unknown-unknown/release/dungeoncraft.wasm www/
cp ~/.cargo/registry/src/*/macroquad-*/js/mq_js_bundle.js www/
python3 -m http.server 8080 -d www   # open http://localhost:8080

Testing the game logic

The tests run natively: a headless simulation of whole games, a savegame round trip, rendering of all music modules and the audio engine:

cargo test --release

Music

The soundtrack consists of FastTracker 2 modules in assets/music/, generated by tools/compose_music.py (python3 tools/compose_music.py). They can be opened and edited in MilkyTracker. The game plays them with its own XM/MOD replayer (src/xm.rs); sound effects are synthesised chip sounds (src/sfx.rs). Both are mixed in src/audio.rs and streamed to the browser by www/dc_plugin.js.

Controls

Input Action
Esc Pause menu (save, load, settings)
Left click / drag Use the active tool (dig and rooms: drag a rectangle)
Right click Drop a unit from your hand (prisoners anywhere on your ground; onto a free torture place = locked up)
Shift + left click (hand) Backhand own units (15 s faster, costs a little HP and mood) / punch heroes on your ground (15 damage, 1 s stun)
Right drag, WASD, arrows, screen edge Move the camera
Middle drag, Q/E, R/F Rotate / tilt the camera
Mouse wheel Zoom
1–9, 0, X, V, K, J, B, C, T Select a tool or spell
P / Space Pause
M, +/- Sound on/off, volume
G Tile outlines on/off
H Help

All keys except Esc and the arrow keys can be changed in Settings → Keys.

The toolbar groups the tools into categories (Dig, Hand, Rooms, Towers, Spells, Orders) plus a menu button; categories with several tools open a row above the toolbar. The keys select tools directly.

Touch (phones and tablets)

The touch interface switches on automatically on touch devices or after the first touch (Settings → Game → Touch interface: Auto / On / Off). It uses a larger interface and these gestures:

Gesture Action
Tap Use the tool (hand: pick up a unit; spells, flag, towers: at that spot)
Drag Dig, rooms and sell: mark a rectangle; other tools: move the map
Two fingers Move the map, pinch to zoom, twist to rotate the camera
Long press Information about the spot; hand: drop the units there
Double tap (hand) Backhand own units / punch heroes on your ground

The savegame name is entered with the browser's text dialog when the name field is tapped.

Savegames

When the game is served together with the savegame service (server/, started by docker compose), Save Game and Load Game open a list of savegames stored on the server: save under a new name (type it into the name field), overwrite, load or delete (overwrite and delete ask for a second click). The list is shared by everybody who can reach the game - protect a public installation, for example with a password on the reverse proxy.

If the service cannot be reached (for example when www/ is opened as local files or served by a plain web server), the game falls back to savegame files: Save Game downloads a .dcsave file (JSON), Load Game opens the file picker; dropping the file onto the game window works too. Savegame files are also available from the server list (Download as file / Load from file).

The game also autosaves into the browser every two minutes and when the tab is closed; Continue on the title screen resumes from there.

Savegame service

A small Rust service (axum) in server/ stores savegames as files in the Docker volume savegames. nginx forwards /api/ to it; the service itself is not published.

Request Meaning
GET /api/health ok when the service runs
GET /api/saves list (id, name, date, map size, wave, play time), newest first
POST /api/saves?name=... store a new savegame (body: savegame JSON)
PUT /api/saves/{id}?name=... overwrite a savegame
GET /api/saves/{id} savegame JSON
DELETE /api/saves/{id} delete a savegame

Limits: 1 MB per savegame, 500 MB in total, 30 write requests per minute. Settings: SAVE_DIR (default /data), LISTEN (default 0.0.0.0:8080).

Adding a language

  1. Copy lang/en.lang to lang/<code>.lang and translate the texts (placeholders {0}, {1} stay as they are).
  2. Add the file to SOURCES in src/i18n.rs.
  3. Note: the DINOBYTE font only covers the CP437 character set.

License

DungeonCraft is released under the MIT License – this covers the code, the generated music in assets/music/ and the procedural graphics. The DINOBYTE font (assets/dbyte_1x.png) by mby is licensed separately under CC BY 4.0, see CREDITS.md.

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