# Game Overview

> You fall asleep.\
> You wake up choking on heat.\
> The ground is cooled lava and broken stone.\
> Red rain cuts the dark like sparks.\
> Something moves at the edge of sight.\
> This place is **Embers Wake**.

## World story

<details>

<summary>Short version (for people who skim)</summary>

You’re trapped in sleep inside Embers Wake. It’s a real hell world. Survive as long as possible. The longer you live, the stronger monsters come. Events can pull you into castle maps and boss arenas.

</details>

Embers Wake doesn’t welcome you. It measures you. You get a few breaths of false calm. Then the chase begins. This world treats survival like an insult.

Lava rivers cut across the land like veins. The ground is solidified lava, cracked into black plates. Floating rocks hang above the heat, as if gravity is optional. Objects sit in the open like someone left in a hurry. The world keeps the mess on purpose.

You don’t remember arriving here. You only remember waking here. Every run starts with the same question: **how long can you stay alive before the monsters get serious?**

Sometimes, when you’ve been running too long, a shape appears in the dark. Walls. A gate. A castle outline that looks like safety. You rush it anyway. Hope is faster than caution. The moment you step inside, you feel it: this isn’t shelter. This is territory.

<div data-with-frame="true"><figure><img src="/files/r3tEojo09rf2MXQHJzTX" alt=""><figcaption></figcaption></figure></div>

***

{% hint style="info" %}
Embers Wake is not “just a dream”. It’s a real world in hell’s “middle universe”. Sleep is only the door that brings you in.
{% endhint %}

{% columns %}
{% column %}

#### The hook

You’re trapped in your sleep. You wake up in Embers Wake. Monsters hunt you constantly, and the world never calms down.

<details>

<summary>Lore tone</summary>

We aim for “hot and scary”. Like a hell dream that feels real.

</details>
{% endcolumn %}

{% column %}

#### The goal

Survive as long as you can. The longer you last, the more powerful monsters will chase you.

{% hint style="warning" %}
Time alive = escalation. Staying alive makes you a bigger target.
{% endhint %}
{% endcolumn %}
{% endcolumns %}

***

## Maps and arenas

{% tabs %}
{% tab title="Embers Wake" %}

<div data-with-frame="true"><figure><img src="/files/gFul2csUkU4B6e8cmo0O" alt=""><figcaption></figcaption></figure></div>

Embers Wake is the main gameplay world. It is wide, hot, and hostile. The map does not change, but the threats do.

#### Visuals

* Lava rivers and heat glow
* Stoned lava ground and cracks
* Floating stones and scattered objects

#### Survival feel

Open ground exposes you. Tight paths can save you or trap you. Familiar routes get punished later.

<details>

<summary>Map facts</summary>

**Name:** Embers Wake\
**Size:** `12448 x 10336`

</details>
{% endtab %}

{% tab title="Inframundo" %}

<div data-with-frame="true"><figure><img src="/files/TUjriX7qGTHK0QAmxWXZ" alt=""><figcaption></figcaption></figure></div>

Inframundo is an "Dance of Ombres" event-only castle map. It is smaller than Embers Wake, and it exists to turn “hope” into pressure.

{% hint style="warning" %}
You find the castle hoping it’s safe. It’s an area boss’s home. To escape, you must **defeat the boss**.
{% endhint %}

<details>

<summary>Will there be other event only maps?</summary>

Yes, we will try to make new maps for every new events we push out

</details>
{% endtab %}

{% tab title="Boss arenas (custom)" %}
Boss maps are unique and custom. Each boss gets an arena that fits the fight and the event theme.

<details>

<summary>Design rule</summary>

The arena should tell you what kind of monster lives there.

</details>
{% endtab %}
{% endtabs %}

***

## What we’re building next

We will keep improving Embers Wake and add more small maps over time. We want the world to feel more discoverable with each update.

{% hint style="success" %}
More places to find. More event variety. More custom boss spaces.
{% endhint %}

***


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