Sudoku Dungeon

Three worlds

Each world is a different kind of sudoku, with eight floors, a boss on floors 4 and 8, and 14 relics only it can offer.

The world menu listing the Cellar and the Library as finished and the Attic as open.
Finish one world to open the next. An endless mode appears for every finished world.

The Cellar

Classic sudoku, from 6×6 up to 9×9.

Floors 1 to 4 are 6×6, floors 5 to 8 are 9×9. This is where you learn the two ways to move forward without guessing: the only digit that fits a square, and the only square a digit fits.

Bosses

Floor 4: one digit may not stand in any corner of the board. Floor 8: two digits may not. Both are written on screen and shown on the board.

The 14 relics of this world

  • Candle Stub. Squares with only one digit left glow softly.
  • Moss. Every 3 finished rows, columns or boxes on a board give one life back.
  • Root. Every board starts with all possible digits written as notes.
  • Cobweb. After a mistake you see which digits do fit in that square.
  • Dripstone. Pick a filled square: every empty square where its digit can still go is outlined.
  • Snail Slime. Making the same wrong move in the same square again costs nothing.
  • Rootstock. Every board starts with one extra given digit.
  • Dew. A board finished without a mistake gives one life back.
  • Bat. Notes that can no longer be right disappear by themselves.
  • Boot. The first mistake on each boss board costs nothing.
  • Sprout Fungus. A row, column or box with one empty square fills in by itself.
  • Glow Fungus. The lantern also tells you which digit goes in the square it points at.
  • Creeping Root. Boss boards start with two extra given digits.
  • Thread. Every 8 correct moves in a row give one life back.

The Library

Killer sudoku: cages with a sum.

A dotted cage must add up to the number in its corner, and a digit may not repeat inside it. The cages carry the puzzle, so there are far fewer given digits. Opens when you finish the Cellar.

Bosses

Floor 4: one cage is hidden until you make a mistake. Floor 8: two are. A cage is only ever hidden when the board can be solved without it, so you never have to guess what it was.

The 14 relics of this world

  • Bookmark. Every cage shows how much of its sum is still missing, next to the sum.
  • Sum List. Pick an empty square in a cage to see the digit combinations that still make its sum.
  • Margin. A cage with one empty square fills in by itself.
  • Register. Cages that can only be finished one way are outlined.
  • Duster. Notes that the cage sum rules out disappear by themselves.
  • Footnote. After a mistake in a cage you see the combinations of that cage.
  • Wax Seal. Every board starts with its smallest cage already filled in.
  • Black Light. Hidden cages are visible from the start.
  • Stamp. Every 3 finished cages on a board give one life back.
  • Catalogue. The first mistake in each cage costs nothing.
  • Marginalia. Notes start in every cage square, with only the digits the cage sum allows.
  • Slide Rule. Digits the cage sum rules out are greyed out on the keypad.
  • Librarian. Boss boards start with their two smallest cages filled in.
  • Ribbon. The first cage you finish on each board gives one life back.

The Attic

Thermometers and diagonals.

Digits on a thermometer must rise from the round bulb to the tip. On a diagonal board, both long diagonals hold every digit once, like a row would. Opens when you finish the Library.

Bosses

Floor 4: both diagonals. Floor 8: both diagonals and the thermometers on a 9×9 board.

The 14 relics of this world

  • Pendulum. Pick an empty square on a thermometer to see the lowest and highest digit it can hold.
  • Clockwork. Every thermometer you finish gives one life back.
  • Suitcase Key. A thermometer with one empty square fills in by itself.
  • Mercury. Notes start in every thermometer square, with only the digits that still fit.
  • Brass Bulb. Notes in thermometer squares that can no longer be right disappear by themselves.
  • Thermostat. The first mistake on each thermometer costs nothing.
  • Moonlight. Thermometer squares with only one digit left glow softly.
  • Star Chart. Pick a square on a diagonal to see which digits that diagonal still misses.
  • Mirror. On boards with diagonals, each diagonal starts with one extra given digit.
  • Weathervane. The first mistake on a diagonal on each board costs nothing.
  • Sundial. Every diagonal you finish gives one life back.
  • Attic Lamp. The lantern looks at the thermometers first.
  • Suitcase Lock. Every thermometer starts with its bulb already filled in.
  • Sky Map. You may carry one more life than usual.

Shared relics

These 10 can appear in every world.

  • Pencil. Placing a digit clears it from the notes of every square it touches.
  • Owl. Once per board, the owl fills in the square you pick.
  • Second Chance. The first mistake on each board costs nothing.
  • Lantern. Once per board, the lantern points at the easiest square.
  • Heart. One extra life, right now.
  • Compass. The digit buttons show how many of each digit are still missing.
  • Bandage. Beating a boss gives one life back.
  • Feather. The owl and the lantern work one more time per board.
  • Magnifier. Picking an empty square shows which digits still fit there.
  • Anchor. Once per run, a fatal mistake leaves you with one life.

Also in the game

  • Daily run: one per world per day, the same seed for everyone.
  • Endless: for each world you have finished, go as deep as you can.
  • Seeds: a run is fully decided by its seed, so you can share one and play the same run as a friend.