PB Fun Gaming

Field guide

Sequence Slayer

A spoiler-light guide to the runes, modes, dungeons and systems that shape a run. Written for players who want to know how it works before they meet it.

Start here

Sequence Slayer begins with a simple act: watch a sequence of runes light up, then repeat it. Combat adds a second demand — reverse that same sequence to defend. Everything above that, from dungeon floors to ranked duels, is pressure applied to those two acts.

Platform
Android
Board sizes
3×3 to 6×6
Modes
Five, plus the Daily Dungeon
Status
Release in preparation

Core loop

Each round the board plays a sequence one glyph longer than the last. You reproduce it from memory. Score follows both accuracy and speed, so a fast clean recall beats a hesitant one.

Attack and defence

In combat a round has two halves. The forward repeat is your attack. The same sequence reversed is your defence, and a perfect reversal blocks the incoming hit completely. Missing runes costs health; reaching zero ends the run.

Modes

Training

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

Campaign

A roguelike descent through generated floors, with equipment, loot and permanent death.

Story

Five chapters of hand-built maps with authored encounters and dialogue.

Casual Versus

Head-to-head duels on a shared seed. Host, join, or take a quick match.

Ranked Arena

Competitive duels for rating points, league placement and leaderboard position.

Campaign

Campaign floors are generated rather than memorised. You move 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. A run is a single life: there are no checkpoints, and the deeper you reach the more it is worth.

Story

Alongside the generated dungeons runs a hand-written campaign of five chapters, each with its own maps, encounters and characters. Nothing is randomised, there is no fog of war and no loot — just the road the designers laid. Bosses close chapters rather than merely gating the next floor.

Bestiary

Fifty creatures, ten to a biome. The in-game codex fills in as you meet them — each entry unlocks on your first encounter, along with a line of lore for that creature.

Creature identity does not carry its own stat block: a foe's numbers come from the depth you meet it at and the modifiers rolled onto its name, so the same skeleton is a very different problem on Depth 1 and Depth 7. Names are assembled from a prefix, the creature, and a suffix — which is how you end up fighting a Corrupted Ghoul of Agony rather than a ghoul.

Stone Crypt — undead and tomb

Skeleton · Revenant · Lich · Ghoul · Mummy · Wight · Banshee · Necromancer · Gravewarden · Cryptknight

Ember Halls — fire and demon

Fiend · Golem · Gargoyle · Imp · Hellhound · Salamander · Emberdrake · Cinderbeast · Ashfiend · Infernalknight

Jade Caverns — beasts, insects and growing things

Spider · Serpent · Crawler · Stalker · Mantis · Scorpion · Basilisk · Treefolk · Sporefiend · Vinehorror

Obsidian Depths — eldritch, void and shadow

Shade · Watcher · Aberration · Voidstrider · Nightmare · Shadowfiend · Voidspawn · Dreadeye · Eclipsehound · Nullhorror

Frost Sanctum — ice and cold

Wraith · Phantom · Yeti · Wendigo · Icewyrm · Frostgolem · Snowfiend · Glacialhorror · Frostling · Frostbeast

Anomalies

Every so often the rules bend for a round. Playback may run in reverse, decoy glyphs may join the real ones, tiles may vanish after they flash or quietly swap places, the tempo may refuse to settle, or the sound may drop out entirely. Recognising which anomaly you are in is half of surviving it.

Equipment and backpack

Weapons, armour and trinkets drop across rarity tiers throughout a run. A drop is stowed in your pack rather than worn immediately — you equip it at the next rest site, which is also where you choose between recovering health and training for a stat boost.

Backpack space is limited, so a run is shaped as much by what you leave behind as by what you carry.

Competition

Duels run both players on the same seed, so both sides face an identical sequence and a win is a memory win and nothing else. Ranked matchmaking pairs you against other players; the ladder around you also carries a seeded roster of house rivals, so the board is never empty while the population grows.

Daily Dungeon

One attempt per day on a seed every player shares. It is a recurring challenge rather than a sixth mode — the same descent for everyone, with no retries.

FAQ

Is it out yet?

Not yet. The Android release is in preparation; this page will link the store listing when it goes live.

Do I need an internet connection?

An account and connection are used for progress sync, leaderboards and duels.

Can I delete my account?

Yes — from inside the app, or through the account deletion page.