KOMMANDO
Real-time caverns. Fog of war. Sanity on a timer. Extract before the canvas melts.
You are Jack Keller, former special forces, dropped back into a jungle that is growing through the concrete. Collect the fragments. Open the exit. Do not let the drones finish the recording.
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The Recording
You are not generating a cavern. You are walking one. Screenshots from the live deployment.

Boot
You wake up as Jack Keller
Former special forces. Recurring visions. Paranoid ideation. The CRT says START GAME like it is an order, not a menu. Welcome back, soldier. The rifle is still warm.
- —Enter for briefing. Space replays the sting.
- —No accounts. No save file. The loop is the memory.
- —Audio stays locked until you choose to descend.

Briefing
Classified channel 0xDEAD
You wake in a room you do not remember. Rain through the ceiling. Cordite and rot. Orders loop on the CRT: clean the streets, purge the jungle, eliminate hostiles. The streets are empty. The jungle is growing through the concrete.
- —Subject: Jack Keller. Condition: unstable.
- —The mission is Fog of War. The map is a memory you have already failed.
- —Descend into memory is not a metaphor. It is the only door.

Gate
Unlock the sound. Then drop.
Browsers will not let the jungle scream until you tap something. The descend gate is that tap — last chance to stay in the briefing, first step into the cavern.
- —One gesture. Then the loop starts talking.
- —Mute lives on [SND] if the Minilogue gets too honest.
- —After this, sanity starts spending itself.

The Run
Fog of war. Fragments. Get out.
Each cavern is dark until you walk it. Collect every fragment so EXIT reads OPEN, then step on the pad. Sanity drains while you hesitate. Drones chase if they see you. Palms hide you. Mines scramble the controls. Ghosts take a bite on contact.
- —WASD or arrows to move. Space to fire. Esc to pause.
- —Ammo crates restock the magazine. Seeds restore sanity.
- —Levels 1–4 dump you into the next cavern with ammo still in the belt.

Field Kit
What is on the floor is trying to help. Or not.
Green diamonds are fragments — the only reason the door opens. Purple seeds buy you another minute of mind. Gold crates are ammo. Rust-red discs are mines. Palms are cover. Mix them up and the tour is over before Extraction.
- —Fragment — collect all, or the pad stays shut.
- —Mine — sanity hit plus scrambled controls. Not the gold crate.
- —Palm — camouflage. Drones look past you if you stay still enough.

Extract or Melt
Five levels. Then the recording ends.
Win: clear all five, including the timed Extraction pad, and the typewriter log calls it a wrap. Lose: sanity hits 0, a drone catches you, a mine finishes you, or the timer runs out. The canvas melts in place. Descend again from level 1, or restart the loop and pretend the briefing was new.
- —Welcome Home → Flashback → Targets of Opportunity → The Raid → Extraction.
- —Collapse starts a clock the moment the pad unlocks. Do not admire the walls.
- —[ RESTART LOOP ] puts you back on the intro CRT. Enter or Space does the same.
Five Descents
Clear the fragments. Open the exit. Step on the pad. Repeat until Extraction, or until the HUD goes quiet.
- 01
Welcome Home
The first cavern. One drone. You still think this is a map.
- 02
Flashback
The jungle thickens. More rooms, more hiding, less certainty.
- 03
Targets of Opportunity
Paranoia gets a body. Ghosts drain sanity on contact.
- 04
The Raid
More mines, more drones, less hallway that is actually a hallway.
- 05
Extraction
The pad opens. The clock starts. Get out or melt in place.