BEYOND THE VELVET WING
The Painbound
Wing
Seventeen doors. Vast winding mazes. Familiar creatures in the dark.
DAMAGE IMMUNITY
Every track leads to the exit.
Mouse unlocks at junctions. Click a track or use A/D or ←/→ to choose and return to aiming.
Take a breath. The manor can wait.
Dark and dreamy, or a little more light. Make the manor yours.
A silent moment. Nothing can hurt you here. Your usual sound settings return afterwards unless you keep the manor muted.
The manor is paused while you read. No surprise bites.
Kind voices, suspicious stationery, and very questionable reception. Your keepsakes from this run.
No messages yet. Look for glowing folded notes and ringing rotary phones. Take their gift to keep the message here.
Gifts can be collected once per encounter, even on retries. Starting a new run clears this journal.
Soft manor melodies or an original disco pulse with dramatic, choral-style chords. Set the mood your way.
Choose what feels comfortable. The calm score never changes to a heavier beat. Muting music never changes your strength or Rage.
Room moods change the melody, tempo, and instruments: lantern chimes, icy echoes, plucked garden notes, a velvet waltz, and starry lullabies. Tram rides pick up the pace; Gor’mathor gets a darker pulse.
Spells, footsteps, treasure, hits, and enemy attack cues.
Your audio settings and melody preference stay saved. Music goes quiet when you leave this tab.
Upgrade ranks and companion levels can reach 100. Maximum Health and Arcana stop at 200, including fruit bonuses; capacity upgrades stop once full. A new game locks spell rings again, but upgrades, fruit bonuses, coins, and training stay saved.
First time in the manor? Try Mom said i can play too! for a gentle start. Normal is the familiar adventure; the four modes beyond it turn up the trouble.
The portraits couldn’t load. You can still choose any difficulty.
Every mode keeps visible attack cues, non-homing spells, enemy friendly fire, free Fire, Berserker’s High, full-health revivals, and working Mend and supplies. Revivals cost up to 10 coins, never more than you have. Brightness and music stay yours to control. Rewards are unchanged.
Changing difficulty starts at Stage 1, locks your rings again, and clears this run’s elemental checkpoint and Notes & calls journal. Coins, upgrades, fruit health bonuses, and companions stay safe. Your current run is replaced only after you confirm.
Explore large connected mazes and free every creature to open the teal exit. Your map shows walls, creatures, your direction, and the exit. Hold right click to walk where you look; WASD is optional. Left click or press E near the open door to continue. Fire never runs out; other spells use regenerating Arcana. Laser balls stop at walls and use only a small impact flash. Ice slows, Lightning splits, and Mend restores HP.
Quiet courage, kind companions
Reading or answering a new message from Master R quietly raises Codert’s bravery and inner strength. These are invisible, saved story traits, not a demand to tolerate distressing sounds. Rereading the same message never stacks the effect. If Codert feels sad, choose “I’m feeling sad” in pause: Mutton and Lucky will nuzzle him in a silent, safe moment, even before Lucky is recruited. Stay as long as you like. This kindness is free, works on every difficulty, and never changes combat health or companion upgrades.
Berserker’s High
Codert’s rare signature ability is always available when charged, on every difficulty. Press B or tap the shield to shrug off ALL damage for 25 seconds—melee, spells, and boss blasts included. Use it once every four floors: activate on Floor 1, recharge on Floor 5. The timer pauses while you read or take a break, and continues across floors. Retrying, returning home, or reloading won’t reset its cooldown. No ring or Arcana required.
KO’d? Revive at your activated elemental diamond with maze progress intact, or at the floor entrance if you haven’t activated one. Health and Arcana return to full. A 10-coin rescue fee is taken once when you fall, or just your remaining coins if you have fewer. No coins? You still revive. Upgrades, rings, collected gifts, and the ability’s cooldown stay saved. An active High ends on a KO. Without a diamond the floor restarts; tram stages restart at their boarding point, and the final arena at its entrance.
Rage · fierce, not fearless
Taking combat damage and receiving a new insulting mimic message fill the Rage meter. At 100%, an 18-second surge gives Fire, Ice and Lightning 75% more damage, but each cast has a 22% chance to veer away from your aim. Real projectiles still obey walls; a stray shot can still hit something. Mend never misses or costs extra. Regular creatures keep their two-hit cartoon reactions; the damage boost is fully effective on furniture and Gor’mathor. The timer pauses with the game and continues across floors and reloads. A KO or new run clears Rage. After eight peaceful seconds, an unfilled meter drains by 2% per second. Rereading one taunt never adds more Rage.
This is Codert’s fictional combat response, not a measure of your emotions. No sound is monitored or required, and silence never weakens him. Master R and the real Ashley ease the meter. Companion comfort or the free pause button can end a surge. Choose calm music or switch Rage music off whenever you like; kindness never costs bravery.
A puff of smoke, not goodbye
Hostile ghosts sometimes turn their charges toward Modbert or the Ashley mimic. Ghost contact and hostile bolts can hurt them; two hits disperse them without gore. They return after 18 seconds of active play on their eligible floor, finding a new place to appear. Pausing also pauses their return. Neither can permanently die, award kill credit, or hold the exit closed. Checkpoints preserve their recovery. The real Ashley is safe on the phone, not a target in the maze.
Elemental Save Point
Look for Codert’s floating elemental diamond near the entrance and deeper in each maze. Press E, aim and click, or tap Save at the diamond. Saving briefly pauses the action without unlocking a captured mouse, then returns you to aiming. Escape or switching tabs still pauses safely. Continue at your last activated diamond with maze progress intact. After a KO, the same rescue fee applies, but you revive there with full health and Arcana. Coins, collected gifts, and Berserker’s High cooldown are never rolled back. Saving itself is free and does not heal you or recharge abilities.
Once activated, progress keeps saving as you explore. Save & return home saves immediately. A new floor needs a new diamond; trams and the final arena keep their entrance checkpoints. Rainbow diamonds mark save points on the map. Starting a new game or changing difficulty replaces the checkpoint.
Somebody’s on the line
Each maze hides notes and old rotary phones. Go close, then press E, tap the prompt, or aim and click. Reading pauses the action. Take the gift for coins, sometimes a supply, and a 12% chance of a rare find. Supplies are used immediately. Answer calls from Patchwork, Teal, Screechy, White, Plum, Codert, ChatGPT, and Master R—or an especially rude Ashley mimic. Master R leaves a kind reminder of your strength as both a note and a call. Revisit collected messages from Notes & calls in pause. Nearby discoveries appear on your map: teal circles for phones, gold squares for notes. Tram rides and the final arena stay clear of stationery.
From little steps to bad decisions
Choose from six difficulties in home or pause. Mom said i can play too! is kid mode: quarter damage, slower and fewer creatures, one charging enemy at a time, longer warnings, and faster recovery. Normal is unchanged. Hard and above bring quicker ghosts and enemies, faster bolts, slightly shorter charges, and less time between shots, increasing with each difficulty. Visible warnings, interruptible attacks, and non-homing shots stay fair. The final mode disables passive health recovery and emergency hugs. Changing mode starts a new run; revivals, elemental checkpoints, and Berserker’s High work in every mode. Field-guide damage and recovery values describe Normal.
The manor’s midnight tram
Two stages in each run become on-rails tram rides, one between Stages 4–7 and another between Stages 10–14. Aim and cast as usual; the tram drives itself. A/D, left/right arrows, or the left joystick lean to dodge. At a junction, the mouse unlocks so you can click a track. Press A or left arrow for left; D or right arrow for right. Clicking a route or pressing a route key returns to mouse aiming. You can change your choice until the switch, or leave it to chance. Click the scene to aim again without choosing. Every route rejoins before the exit. Occasional medkits give a full heal automatically as you pass. Reach the station to leave; you don’t have to defeat every creature. Your tram stages stay the same when you retry or continue, and change with a new run.
The dark fights back
Enemy hits hurt: most spells deal 8–12 HP before later-stage bonuses, and demons hit harder. A glowing orb and rotating ring mean a creature is charging a shot. Hit it to interrupt, sidestep after it aims, or take cover behind a wall. Bolts never track you and stop at walls. Only three creatures can charge at once. Ice slows their windup, too. These dopey creatures sometimes aim badly: lure a shot into another enemy and it will hurt and interrupt them instead. Even Gor’mathor and his minions can accidentally hit each other. Accidental defeats still give you normal rewards and count toward opening the exit.
Your warm lantern casts real shadows through the cold moonlit halls. Adjust its brightness from pause if you need more light. The setting stays saved.
Two hits. One very dramatic exit.
The first hit gives a creature enormous startled eyes. The second sends it flailing and shrinking into nothing! Regular enemies take two hits, even with upgraded rings or Rage. Companion spells and enemy friendly fire count too. Defeated creatures stop attacking immediately, and rewards arrive once. Gor’mathor keeps his full boss fight. Modbert and the Ashley mimic are harmless to you; hostile ghosts can disperse them, but they respawn and never count toward clearing a floor.
Prefer less motion? Reduced-motion settings replace the flailing with a gentle shrink. Checkpoints remember creatures that have already taken their first hit.
A breather, not an instant refill
Arcana returns at 1.25 per second, plus 0.45 per Arcane current rank, starting 2 seconds after your last spell. Fire is still free. Quiet recovery restores 0.2 HP per second per rank only after 10 seconds without taking damage. Medkits, food, Mend, and friendly genies still work as before.
Secrets in the furniture
Shoot bookcases, crystal balls, and golden egg statues with Fire, Ice, or Lightning. Bookcases take two unupgraded Fire hits; crystal balls and eggs shatter in one. An egg always conjures a random supply item, with a 12% chance of a sparkling royal coin worth exactly 5 coins instead. Each egg rewards you only once. Bookcases and crystal balls may drop an item, free a friendly genie, or hold only dust. Walk into rewards to collect them. A genie follows for 18 seconds and restores 40% of maximum health once if you fall to 40% health or lower. It is friendly and never blocks the exit.
A manor of many moods
Each new game reshuffles the rooms’ visual moods. Explore warm wood-paneled libraries, diamond-patterned icy galleries, overgrown conservatories, crimson velvet parlors, and starry vaults. Each has its own floors, wallpaper, colors, and overhead décor. Room styles stay consistent when you retry or continue.
Did that painting just look at me?
Some wall portraits drip harmless green slime and follow you with their painted eyes. Aim at one from nearby and stare for about five seconds: the slime gathers beneath the frame and morphs into a glowing arrow on the floor. It points along the maze route toward the exit, not through a wall. The arrow lingers briefly when you look away; the exit still needs every restless creature freed. No scream, camera jump, or damage. Reduced motion keeps the clue but removes the dripping and morph animation.
Modbert · A familiar stranger
In the corridors, Modbert has no time for beginners: he skips Kid and Normal. On Hard he can haunt five maze floors per run; each harder mode adds two more, up to eleven. Your pale-eyed double lingers ahead and runs away if approached. Listen for hollow footsteps, quieter with distance and muffled behind walls. Spot him and he may blast a nearby enemy. His bolts stop at walls, never hurt you, respect creatures’ two-hit reactions, and never provoke a peaceful Chair-man. Your spells pass through him, but hostile ghosts can hurt him: two hits disperse him into a little puff, then he returns after 18 seconds of active play. He cannot permanently die or be recruited. In the final arena he makes an exception: he joins every difficulty, automatically attacks mimic Ashley, and alone can land her finishing KO. His respawn still works there. Checkpoints remember corridor sightings, helping cooldown and respawn time. No camera grab or scare sting; reduced motion softens his running and disappearance.
Ashley? · The sister mimic
In the corridors, a harmless black-rabbit mimic borrows Ashley’s face, but not her kindness. She gives a rude thumbs-down and runs through a wall. Sometimes she morphs into a blue-and-gold vase; shoot it to reveal the rabbit. Another escape changes a painting into her face. Hit the rabbit or vase with an offensive spell for a cartoon yelp and exactly one coin, with no companion multiplier. Rear hits make her hop and hold her backside; other hits send her flailing away. Hostile ghosts can also hurt her: two hits vaporize the corridor mimic, who respawns after 18 seconds of active play and cannot permanently die. Ghost hits give no coins or kill credit, and her one coin per floor cannot be farmed by respawning. She leaves insulting notes and calls; the real Ashley occasionally calls with encouragement and has a separate, clearly friendly name. The corridor mimic never blocks your exit. In the final arena, however, she joins Gor’mathor as a second boss: weaken her, then let Modbert deliver her nonfatal finishing KO to unlock the exit. The real Ashley is never an enemy. Checkpoints remember her corridor coin, changed painting and respawn timer. Reduced motion softens the gags. The yelp follows effects volume.
Every ring starts locked in a new game, including Fire. Walk into the Fire ring just ahead of the first entrance to begin casting. Find Ice from Stage 2, Mend from Stage 3, and Lightning from Stage 5. Rings stay unlocked when you retry or continue, but a new game locks them again. Shop upgrades stay saved and take effect when you find each ring again. Missed rings return near later maze entrances.
Gold diamonds on the map mark rings. Pale teal dots mark rare items.
From the sketchbook
Rare finds
One or two loose rare finds are hidden in each maze. Omega Bananas and Grapes are especially rare: explore distant dead ends for secret snacks! Their map dots appear only after you spot them nearby. Creatures very occasionally drop them, too. Egg statues, notes, and phone calls offer extra supplies and occasional rare gifts. Walk into loose items to collect them; message gifts are received and used when you take them.
The seventeenth stage is Gor’mathor’s open arena: shoot the glowing crystal, interrupt charged attacks, and dodge the marked blast zones. Mutton only hugs when HP falls below 20%.
Two bosses. One unlikely ally.
Mimic Ashley joins Gor’mathor in the final arena. Weaken her with offensive spells, but only Modbert can land her finishing KO. Your spells and hostile ghosts cannot take her below 1 health. Modbert joins every difficulty and automatically fires at her—no recruiting or sound required. If ghosts vaporize him, he returns after 18 seconds of active play; his return timer pauses when you do. Dodge Ashley’s glowing charge and non-homing shots, and keep his firing lane clear. Both bosses must be defeated to open the exit; either order works. Her KO is nonfatal: she stays out of this fight and can return in later encounters. The real Ashley is never an enemy. Final-arena retries restart both bosses.
On touchscreens: left thumb moves, drag the right side to look, then tap CAST. Landscape gives you more room.
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