PB Fun Gaming

Sequence Slayer

Glyphs flash in order. You repeat them from memory — and in combat that memory is both your sword and your shield.

Android release in preparation
Ready Round 0

A taste of the core mechanic, in your browser.

The core loop

How a round works

Three seconds to learn, a long way to master. Everything else in the game is pressure applied to this one skill.

Step one

Observe

Runic tiles light up in order on a grid you choose, from a gentle 3×3 to a punishing 6×6. Every round adds one more glyph to hold.

Step two

Reproduce

Tap the sequence back from memory. Speed is part of the score: a fast, clean recall is worth more than a hesitant one.

Step three

Convert

In combat the forward repeat is your attack, and the same sequence in reverse is your defence. A perfect reversal blocks the incoming hit completely.

Five ways to play

Modes

Training

Endless rounds at the grid size and difficulty you set, with an anomaly arriving every fifth round. The place to warm up, experiment, or chase a personal best.

Campaign

A roguelike descent through generated floors: monsters, treasure, rest sites and a boss guarding the way down. Equipment carries the run, and death ends it.

Story

Five chapters of hand-built maps with authored encounters, characters and dialogue. No fog of war and no loot — just the road the designers laid.

Casual Versus

Head-to-head duels on a shared seed, so both sides face the identical sequence. Host a match, join a friend, or take a quick match.

Ranked Arena

Competitive duels played for rating points, league placement and a position on the global leaderboard.

The Daily Dungeon is a recurring challenge rather than a sixth mode: one attempt per day, on a seed every player shares.

Inside a run

What a descent actually looks like

Captured from the game, not mocked up.

A vast spiral stairwell descending into a torchlit dungeon, its rune-carved railing winding down into fog.

Dungeon progression

The descent

Campaign floors are generated rather than memorised.

You move from node to node through fog of war, turning over monsters, treasure, locked caches and rest sites on the way to the boss that guards the stairs down.

Floor themes rotate through stone crypts, ember halls, jade caverns, obsidian depths and frost sanctums, so the deeper you go, the less familiar the ground looks. Loot fills a limited backpack, and what you decide to carry shapes what you can survive.

Board sizes
3×3 – 6×6
Floor themes
Five biomes
Run length
One life
Platform
Android

Anomalies

Every so often, the rules bend

Recognising the anomaly is half of surviving it. They arrive on a schedule you can feel coming, but never quite prepare for.

Reversed

Playback runs backwards. What you just learned to read forwards now has to be read the other way.

Decoys

False glyphs join the real ones during playback. Only some of what lights up belongs to the sequence.

Vanishing

Tiles disappear after they flash. You finish the round on a board that no longer looks like the one you memorised.

Shuffle

Tiles quietly swap places between playback and input. Position stops being a reliable anchor.

Unsteady tempo

The rhythm refuses to settle. Timing you had internalised becomes something you have to actively track.

Silence

The audio cue drops out entirely, and the crutch you did not know you were leaning on goes with it.

A story moment from Chapter 1: a vast moss-and-mushroom giant rising out of the ground, with the line 'The mound of moss ahead rises on two legs. It was never a mound.'

Authored story

The written road

Nothing here is randomised.

Alongside the generated dungeons runs a hand-written campaign: five chapters, each with its own maps, encounters and characters. Every fight and every conversation sits exactly where it was placed.

Bosses close chapters instead of merely gating the next floor, and the people you meet along the way have something to say before and after the fighting.

On the device

Built for one thumb

Portrait, offline-friendly menus, and a board that stays reachable however large you set it.

The opening screen: four glowing runes in violet, blue, gold and green above the Sequence Slayer title and the line 'the dungeon remembers'.
The Dungeon Basics briefing explaining how to tap the sequence, that missed runes cost health, and that a run is a single life.
The Board Forge cosmetic screen, showing a grid of rune tiles in different frames and skins with a live preview above a hooded figure.

Competition

A win is a memory win

Shared seed

Duels run both players on the same sequence, so nobody wins on a kinder board. The only variable left is recall.

Ranked ladder

Rating points, league placement and a global leaderboard. Matchmaking pairs you against other people, and the ladder around you also carries a seeded roster of house rivals, so the board is never empty.

Daily Dungeon

One attempt per day on a seed every player shares. No retries, no second reading — the same descent for everyone.

Release

Before launch

Android release in preparation

Sequence Slayer is being prepared for release on Android. When the store listing goes live it will be linked from this page. Until then, questions and press enquiries are welcome.

info@pbfungaming.cz