SECTION 03 // DUNGEON PROTOCOL — LIVE
Misfit Run
A playable neon survival mini-game built on a custom canvas engine. Survive the corrupted grid, extract signal, evolve before collapse, and archive a better run.
DUNGEON PROTOCOL // LIVE BUILD
Misfit Run
SIGNAL LOCKED // RUNNER PROFILE: MISFIT
Survive the corrupted grid. Extract signal. Evolve before collapse.
AUTO-FIRE ONLINE
XP MAGNET ENABLED
LOCAL BEST SAVED
WASD / ARROW KEYS ON DESKTOP · DRAG ANYWHERE ON TOUCH · HIGH SCORE SAVED LOCALLY
// GAME LOOP
MOVE
Top-down movement through a corrupted digital dungeon
FIGHT
Auto-attacks against escalating enemy waves
COLLECT
XP artifacts dropped by destroyed mobs
EVOLVE
Level-up choices from the upgrade pool
SURVIVE
Timer runs, score climbs, high score saves locally
// UPGRADE POOL
Attack speed
Movement speed
Orbiting blade
Area pulse
Repair pickup
Critical damage
Chain lightning
Shield pulse
// BUILD NOTES
Custom TypeScript canvas engine — no game framework. Spatial collision, a fixed-step update loop kept out of React renders, camera follow, particle system, screen shake, and a chaining/piercing projectile system. Local high scores via localStorage; a Supabase global leaderboard is planned. Built small but polished — proof of real interactive systems, not a hundred-hour game.
// WHY THIS EXISTS
This mini-game is compact proof of interactive systems: custom rendering, stateful simulation, combat collision, progression, local persistence, responsive input, and game UI that still belongs inside the Misfit Sanctuary site.
// SYSTEMS DEMONSTRATED
Canvas render loop
Keyboard + touch input
Collision and combat
XP progression
Upgrade selection
Local persistence