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 brazier | The fire itself. Relights any torch, always, for nothing. |
| The board | Daily contracts and the company board |
| The renderer | Turns salvage into Tallow, sells lamps and basic tools |
| The barber | Cosmetic changes to your delver |
| The registry | Claim 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.