Craftax · one world, many runs

Craftax Ghost Runs

Every run starts from the same world and plays its own sampled actions, decision by decision, on all nine floors at once. Where the runs agree the scene is solid; where they split up they fade to ghosts.

Model tier
Runs
Episodes shown
Decision 0

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Reward over the timeline above: each run in grey , the followed run in green . Points on the left, share of all 226 on the right.

Legend
Player ghost, outlined thin green, facing its runs' most common way Asleep: with Show sleep, a run mid-sleep, a step per 4 game ticks, its creatures as they moved; the followed run also shows a "z" 1allGhost opacity grows with the runs on a tile Melee enemy, outlined red Passive creature, on a light green disk, no outline Ranged enemy, outlined red Enemy projectile Player projectile Deaths on a tile; thicker for more runs, count from 3, brighter in the last 500 decisions Timed out here Beat the game here (defeated the necromancer); sized and counted as deaths, drawn above everything Ghost trails: each run's last 240 moves, adding up where runs overlap Followed run: its last 800 moves and the player, in a ring thicker and brighter than a ghost's, in bright green 1mostMovement heat: player tile entries (creatures excluded) summed over all shown runs through the decision on screen; log scale from one entry to the floor's busiest tile 1mostInteraction heat: the player's do, place, shoot and cast on the faced tile, summed over runs; outlines when both heats show Changed tiles show their most common new block, as opaque as the share of runs that changed them Fog of war: tiles no run has had in its 9 by 11 view yet stay near-black Lighting: tiles darken up to 70% where the game's light map is dark, lifted by the torches the living runs have placed (the game's own torch light), dark again once their run ends Timeline: runs on each floor, stacked; dashed lines are skipped quiet stretches Timeline: the runs that have won by then, stacked on the living runs Timeline ticks: wins above, deaths below, more opaque where more fall together Where the followed run wins, on the timeline and the seek bar Two rows: the tenth square tallies the runs that have won, one mark per winner in the order they win, the followed run's in bright green Follow (3 boards): three floors that keep the followed run in view, its board outlined; they slide on when it goes below them, a new deepest floor on the right, and back only when it climbs above them; the count of runs won over the right board Creatures appear only on a run's own floor; floors a run has left are not drawn. A run that has ended shows only its end mark.