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Shadow Run: the Sealed Door

Shadow Run is Cromon Quest's daily dungeon, a roguelike in the classic sense: every maze is procedurally generated, and losses are real. Each day one 100 by 100 maze opens for every Keeper, with one run allowed per Keeper per day. The door you walk in by is the only way out, and it is sealed. 4 Sigils are hidden in the dark, each deeper than the last, and each one unseals a bigger share of what you carry: 35 %, 55 %, 75 %, 100 %. You send a single explorer Cromon inside to scavenge Shards, CroCoin and items, find the Sigils, and decide when to turn back. Nothing is yours until you walk out through the door before midnight UTC. It plays in your browser on Cronos, and joining is free to start: new Keepers receive three starter Cromons, any of which can brave the maze.

The sealed door of the Shadow Run in Cromon Quest: the stone arch a Keeper enters the daily maze by, its four sockets still empty, and the Sigils glowing deeper and deeper in the corridors behind it.
The door you came in by. It opens at the end of every run, and what crosses it depends on the Sigils you found.

How a Shadow Run works

  1. 1

    Pick one explorer

    A single Cromon enters the maze. Stats decide how hard it hits and how much it survives.

  2. 2

    Hunt the Sigils

    The first lies 60 to 75 steps from the door, the deepest ones more than 210 steps in. Rooms on the way hold Shards, CroCoin and items.

  3. 3

    Choose when to turn back

    Each Sigil unseals more of your purse, but every step in is one more to walk home, and the deep Sigils wake a warden on your trail.

  4. 4

    Walk out through the door

    The door lets out the share your Sigils bought and you pick which items cross. At midnight UTC a new maze opens for everyone.

What does the door let out?

The share your Sigils bought, and the door shows it before you cross. 1 Sigil unseals 35 %, 2 Sigils unseal 55 %, 3 Sigils unseal 75 %, 4 Sigils unseal 100 %. Shards and CroCoin are counted at that share and rounded down. Orbs come in ones and twos, so the fraction becomes a chance, drawn once for your run: what the door shows is exactly what it pays. Items follow the same share of the count, rounded up, and you choose which ones walk out. The potions and flasks found in the maze always leave with you, outside that count, and your XP always walks out whole. With no Sigil at all the door still opens: you leave empty-handed, but never locked in.

What is inside the maze?

Corridors, and the things the generator hides in them. Loot piles of Shards and CroCoin, Shadow and Light orbs, consumable items such as potions and stamina flasks, and shadow creatures that guard the richer rooms, half of them mirroring your explorer's stats, the deeper ones fixed and tougher. Fights are auto-battles you can attempt to flee. Event rooms ask a question rather than a fight, and a few of them help the hunt: an oracle draws a ring on your map with a Sigil somewhere inside (never at its centre), a seer's lantern lights three places of which one holds a Sigil, and a scroll sold by the merchant does the oracle's work. The two deepest Sigils wake a warden that crosses your path on the way back, and the door stays shut until you have faced it, unless a Wayfarer Vial shakes it off your trail. A minimap fills in as you walk, fast travel walks you to any cell you have already seen for one energy per step, and other Keepers running the same maze are visible in the corridors, read-only: nobody can attack or rob you on the daily.

What happens when my explorer is knocked out?

The run stops and the purse is on the table. The daily offers a Second Wind, once per run and at full HP: re-enter the same maze with half the Shards, CroCoin, orbs and items your explorer was carrying, all the XP, and every Sigil you had found, since a Sigil you already took is never put back in the maze. Refuse it and the run ends where it fell. HP is restored between days, the maze is different every morning, and a Cromon that went down in yesterday's run is not harmed as an NFT: nothing on-chain changes, only the day's loot. The weekly maze plays by another rule, with a fall instead of a knockout, described on its own page.

How should I pace a run across the day?

Energy is the clock, and the way back is the bill. You start with 300 energy and regenerate 60 per hour, up to a base cap of 500 that the Camp's Energy Reactor raises by 10 per level. Every step spends one energy (fights cost HP, not energy), so a trip to a deep Sigil costs twice its distance. The practical rhythm is short sessions: dive toward a Sigil, take it, leave the explorer where it stands (nothing can touch it while you are away), come back with a fresh bar. A first Sigil is a short trip that already unseals a third of the purse; all 4 unseal everything. The Camp adds buildings that help: energy regen and cap, starter potions, and a Lantern of the Rift that sees further in the fog and, at its highest level, marks the Sigil nearest to the door from your first step.

Shadow Run at a glance

100x100
one maze a day
4
Sigils to find
100 %
unsealed with all 4
1
run per day
500
energy cap
00:00
UTC daily reset

Shadow Run questions, answered

How do I get out of the Shadow Run?

Through the door you came in by. It is the only way out, and it is sealed: the 4 Sigils hidden in the maze unseal it, one share at a time (35 %, 55 %, 75 %, 100 % of your purse). With no Sigil it still opens and you leave empty-handed, keeping only your XP and the potions you found on the way.

What happens if my Cromon is knocked out in the maze?

The run stops and your purse is at stake. The Second Wind lets you re-enter once with half the Shards, CroCoin, orbs and items you were carrying, all your XP, and every Sigil you had found. Refuse it and the run ends where it fell.

How big is the Shadow Run maze?

One 100 by 100 maze a day, the same one for every Keeper. The first Sigil lies 60 to 75 steps from the door, the deepest ones more than 210 steps in. One run per day.

When does the Shadow Run reset?

Daily, at midnight UTC. A new maze opens for everyone, and a Keeper still inside at midnight loses whatever they had not carried out.

What limits how far I can go in the maze?

Energy and the way back. You start with 300 energy and regenerate 60 per hour, up to a base cap of 500. Every step spends one, and every step taken away from the door is one more to walk home.

Today's maze is waiting

Free to start: connect your wallet, receive three starter Cromons and send your first explorer in.

Read the FAQ

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