Touch: touch and drag anywhere to steer the spelunker toward your finger; hold your finger well below the spelunker to dive faster; tap to start, and tap again to retry after a run ends; the sound button is bottom left · Keyboard: Left/Right arrows or A/D to steer, Down or Space to dive; Enter or Space to start and to retry; P or Esc to pause; M to mute. Mouse: hold and move to steer, drag low to dive.
About:
An endless downward-survival arcade game in the spirit of the 2000s Flash classics, made in-house for Leetdom. You guide a small glowing spelunker down a cavern that builds itself forever. You never jump up: you only fall. Steer left and right to line up with a gap in the next ledge, drop through it, and land on the stone below. A grinding ceiling of rock chases you down from above, and if it ever catches you, the run is over, so you can never stop for long.
The cave is drawn fresh every run as a ladder of ledges with gaps you have to read a beat ahead. Some stretches are plain footing; others slide sideways, crumble a moment after you land, or bristle with spikes you have to fall past cleanly. Hold down to dive, a faster committed drop that buys you headroom against the ceiling but gives you less time to steer, so the game is a constant trade between caution and speed. The deeper you go, the narrower the gaps and the faster the ceiling, through five zones: the Mossgate, Dripstone Reach, the Emberveins, the Glasswater Hollows and, at the very bottom, the Heart of the Hollow. Reach the Heart and you win the descent; your best depth is kept between runs. There is also an endless mode with no bottom for score chasing.
Every death is meant to be readable: the screen tells you whether the ceiling caught you or a spike did, and a fresh run is one tap or key away. The difficulty curve was tuned against a headless solver bot that plays the real game core at a fixed step, so a careful player can always see the next gap in time. All of the art and sound is drawn and synthesised in code, with no image or audio files at all.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-03: built and tested by the remake-73 build agent. Real CDP touch on a 390x844 phone (tap to descend, drag to steer left and right, an attributable death to the crush ceiling, one-tap retry into a fresh run, a full descent driven to the Heart of the Hollow win screen in about 40 seconds, and one-tap retry off the win screen) and desktop 1280x800 keyboard (Enter to start, Arrow steering, Space dive, P pause overlay and unpause, Enter retry). The game refits cleanly across 390x844 and 844x390 phone, a 320x500 tiny window, 1280x800 desktop and 768x1024 tablet, and through live viewport resizes, with the canvas backing store always matching CSS pixels times devicePixelRatio (capped at 2.5). It pauses when the tab is hidden and resumes when visible, keeps playing with localStorage blocked, and showed zero console or page errors and no network requests. Audio was measured offline over a 30 s mix: peak -3.26 dBFS (under the -1 dBFS ceiling via a limiter), music 12.79 dB under the SFX bus, true digital silence between sounds, and nothing harsh above 6 kHz (36 dB down). Balance comes from a headless solver that plays the real sim at a 1/120 s step; a careful reaction window of ~0.18 s clears the descent, and win times land around 40 to 60 seconds. 2026-10-03: independently QA'd PASS by the server2 staging fleet (legal, real touch, desktop, audio, resilience). Production check on leetdom.com the same day (pi-fleet): /games/hollowveer returns 200 and the game loads in the page with zero console or page errors and no requests outside www.leetdom.com (only index.html, sim.js, game.js); real CDP touch on a 390x844 phone profile starts a run, steers left and right, dies to the ceiling and retries with one tap; desktop 1280x800 Enter starts, Arrows steer, P pauses; the Full screen button refits the canvas from 332x590 to 390x844 (portrait) and to 844x390 (landscape) and touch still starts and steers runs afterwards. Test hooks that drive the run are gated behind ?debug=1.
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