DUNGEON CRAWLER
The instrument. Play it from your keyboard or the piano roll: every place has its own instrument, inside its own space. Lock the instrument to carry it into another place, like the Tavern’s guitar in the Final Boss Lair.

Instrument 03 · Instrument and effect · AU / VST3 · macOS
A dark realm under a red moon.
A painted map of a dark realm is the interface. Choose a place and you choose its instrument and its space together: a contrabass pizzicato in the Dungeon’s corridors, church bells in the bell tower, a ghost violin in the graveyard.
Each of the forty places has its own room and a signature no other place uses: iron bars ringing in the Prison Cells, a glittering octave sparkle in the Treasure Room, a sub-octave choir in the Final Boss Lair, canyon echoes in the Mountain Pass.
Travel between them instantly, over seconds or in time with the song, with no clicks and the tails ringing on. Or set a journey and let it wander the realm on its own.
Many instruments play our own recordings (guitar, violin, kalimba, voice, banjo, djembes, piano and a soft synth pad); the rest are modelled in real time.
The instrument. Play it from your keyboard or the piano roll: every place has its own instrument, inside its own space. Lock the instrument to carry it into another place, like the Tavern’s guitar in the Final Boss Lair.
The effect. Put it on any track (guitar, synth, piano, voice) and it sounds as if it were played there, with the place’s room and a signature effect no other place uses.




Each location is a family of instruments; each place inside it has its own.
dark orchestral
royal court
sacred voices and bells
eerie wood and wind
stone, crystal and water
weary folk
murky
highland stone
death and ghosts
arcane
Forty instruments with five macros each, the sustain pedal, pitch bend and mod wheel. Choosing a place chooses its instrument; Lock instrument keeps it while you travel.
Every place has one effect no other place uses, from ringing iron bars to a reverse swell in the Graveyard.
Move between places instantly, over seconds or in tempo, level-matched and click-free. Journeys follow a route over bars; roaming wanders a location by itself.
Optional, and off by default: sparse, quiet sounds of the place. Torches, drips, wind, crows, a distant bell, a far-off growl.
The map and all forty places are painterly scenes. The view zooms in with parallax, mist drifts, embers rise, windows flicker and the moon’s glow breathes.
Every instrument in its own place, instruments placed somewhere unexpected (church bells in the Crystal Cavern), and journeys for the effect.
In development. Specifications may change before release.

Score a place, not a sound.
Twenty-six Places, from castles and taverns to spaceports and nebulae, each an ensemble of six instruments that plays in your song’s key and tempo.
Available now

Playable instruments inside empty places.
Twenty fragile instruments inside ten liminal spaces: a hospital corridor at night, a mall after closing, a pool where the water never moves.
Coming 2027

A sunlit realm of sky castles and crystal palaces.
The bright twin of DUNGEON CRAWLER: 31 places across a painted, sunlit map. Uplifting, shimmering and majestic, as an instrument and as an effect.
Coming 2027