The Landing

Eighteen metres down, someone got a brazier going and nobody has let it go out since. Everything in GLOAM starts and ends here.

Status: Live

What it is#

The Landing is a vaulted room at the bottom of the first flight, about forty metres across, built as a cistern head and repurposed by whoever got here first. It is the only safe floor in the game.

Inside the light:

  • Your torch does not burn. It refills, quickly, for free.
  • Carried haul banks automatically the moment you step into the light. No menu, no button, no confirmation.
  • Nothing hostile comes in. The brazier is why.

What is in the room#

The brazierThe fire itself. Relights any torch, always, for nothing.
The boardDaily contracts and the company board
The rendererTurns salvage into Tallow, sells lamps and basic tools
The barberCosmetic changes to your delver
The registryClaim a name. One per wallet.

The board#

Contracts are the structured version of what you were going to do anyway: pry five caches on B6, cut twenty lichen, get to B9 and back with the torch above 40%. They reset daily and pay in Tallow.

The company board is where crews form. Post what you are going down for and how deep; take someone else's post and you both get a small bonus for coming back up together.

Why the safe floor is so generous#

A game with a punishing clock needs somewhere the clock stops. If banking were fiddly, or the walk back were long, the correct play would be to hoard and never descend — and hoarding is not interesting.

So: banking is automatic, refills are free, and the walk up from B9 is short enough to be a decision rather than a chore.

One brazier, one city

There is exactly one Landing. There will not be a second safe floor deeper down, because the moment there is, the stair stops being a stair and becomes a series of separate levels.