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Commodore 64 • oscar64 • PAL 50Hz

Labyrinth of Ur
Beneath the Seven Gates

A classic first-person 3D dungeon crawler built from the ground up for unexpanded Commodore 64 hardware. Procedural BSP dungeons, real-time alert clock combat, and the winged terror Pazuzu.

Authentic 8-Bit Dungeon Crawling

Step into the boots of Lance the sell-sword. Explore seven 32 × 32 procedurally carved floors, unlock red, green, and blue caste gates, collect tribute gold, and strike down monsters in real-time alert clock melee.

View on CSDb.dk Release #264768 → PAL only — 50 Hz timing & SID sequencers
Real C64 Gameplay • PAL 50Hz

Play in Browser & Get Updates

Play online via WebAssembly emulator or grab downloads directly on itch.io:

Original Box & Cover Art

Step Inside the Vaults of Ur

Experience the classic atmosphere of 1980s computer role-playing games. Torchlight flickers against ancient cuneiform-inscribed stone, locked doors bar the path deeper, and skeletons lurk around each corridor junction.

01

Real-Time Alert Clock

While any foe is awake, a 1-second timer drains. Hesitate too long and the monster takes its turn anyway!

02

Dynamic FOE Combat Panel

Whenever an enemy is facing you, the hero sheet flips into a live combat readout showing HP bars, odds, and damage dice.

Labyrinth of Ur Official Cover Artwork

Official Cover Painting • Labyrinth of Ur

Ancient Mesopotamian Mythos

The Legend: Beneath the Seven Gates

Long before the kings of Babylon, the city of Ur was the richest in the ancient world.

Beneath the Seven Gates - Clay Relief Tablet depicting Pazuzu and Lance
"BENEATH THE SEVEN GATES" — Ancient Terracotta Relief

The Curse of Priest-King Ur-Zabaal

Priest-king Ur-Zabaal feared death far more than he loved his subjects. He had the city's grand ziggurat sealed over a subterranean vault of seven descending levels, constructed to entomb both his hoard and his mortal body.

To ensure his tomb remained undisturbed, he bound a winged demon of ancient terror: Pazuzu, lord of the searing desert wind. Pazuzu sits atop the final exit ladder, and no mortal may pass while he lives.

The city fell to ruins. Desert sands buried the ziggurat and its memory faded from living lore. But the labyrinth remained, deep underground — and it was never empty.

Lance the Sell-Sword

Lance is no chosen child of prophecy. He is a mercenary from a distant outpost who caught wind of the tale in a smoky tavern: seven underground tiers brimming with ancient gold. Armed only with steel, grit, and a handful of copper coins, he enters the ziggurat to claim what the dead left behind.

The Seven Subterranean Floors

Each level represents a stage in the king's descent into ruin.

Browse Detailed Maps
Architectural cross section of all seven descending levels of Labyrinth of Ur
Vault Architecture: 7 procedural tiers connected by central ladder shafts descending from ground ruins to the tomb of Ur-Zabaal.
TIER 1

Cell Block

Where the king imprisoned the laborers who carved his tomb. Now overrun by aggressive goblins.

TIER 2

Barracks

Former guard quarters. Held by hobgoblins claiming the stone armory as their sovereign turf.

TIER 3

The Ancient Catacombs

The dead of ancient Ur. Skeletons rose when the king's dark curse stirred the sepulchers.

TIER 4

The Labyrinth of Ur

The namesake maze: a disorienting labyrinth of sealed caste gates designed to lose invaders.

TIER 5

Goblin Mines

Deep shafts where slaves dug for gold, now patrolled by the king's skeletal bone knights.

TIER 6

Forgotten Caverns

Primordial caves predating the city. Demonic fiends lurk in the dark bedrock corridors.

TIER 7 • FINAL CHAMBER

The Inner Sanctum

The royal tomb of Ur-Zabaal. The winged terror Pazuzu holds the final escape ladder sealed shut until slain in mortal combat.

Deep 8-Bit Engineering

Game Features & Mechanics

Combining classic dungeon crawler perspective with real-time pressure on unexpanded 64 KB Commodore 64 silicon.

144 × 128 MCBM 3D View

Full Multicolor Bitmap Mode rendering with true perspective walls, stone brick textures, torches, and hardware sprite multiplexing for monsters and loot up to 3 cells away.

Corridor View

Real-Time Alert Clock

While any monster is awake, an idle alert bar drains over one second. If you hesitate, monsters step, chase, and strike! Relaxed turn-based speed returns once foes sleep.

Combat Melee

Caste Gates & Keys

Explore each floor to find red, green, and blue keys. Unlock heavy gates guarding the exit ladder. Keys are bound to their floor and reset if you fall in battle.

Unlocked Gate

Tribute Gold & Ranks

Gather gold piles left in rooms and dropped by slain beasts. Earn endgame prestige ranks upon defeating Pazuzu — from Beggar up to Lord of Ur!

Gold Pickup

Automap & Full Map (M)

Navigate with the 9×5 HUD radar with fog of war. In calm moments, press M to open the full 32×32 dungeon map overlay with scrolling view!

Full Screen Map

Controls & Strafe Chord

Play via Joystick Port 2 or keyboard WASD/QE. Strafe on joystick by holding fire and pushing left/right! The on-screen MOVE pad provides real-time button feedback.

Game Screen HUD

The Bestiary of Ur

Goblin

Goblins & Hobgoblins

Floors 1 – 2 • Fast Stalkers

Lurking in cells and mess halls. They wake easily and chase relentlessly across corridors.

Skeleton

Skeletons & Bone Knights

Floors 3 – 5 • Armed Sentinels

Resurrected guards armed with swords and shields. Higher attack power and tougher bone armor.

Pazuzu Fiend

Pazuzu & The Fiends

Floors 6 – 7 • Underworld Demon

Winged horrors from beneath the ziggurat. Pazuzu never sleeps once spotted and holds the ladder shut!

Player Hint & Guide Tool

Struggling in the Darkness?

Lost on Floor 4? Can't find the blue key on Floor 6? Our companion Dungeon Map Browser breaks down every floor layout, locked door, key coordinate, and bottle location.

Launch Floor Gallery
Map Preview

Authentic C64 Visuals

Direct VICE emulation captures showcasing Multicolor Bitmap rendering, SID audio feedback, and dungeon progression.

Title Menu
Title Menu
Combat Victory
Melee Kill +XP
Healing Flask
Healing Wine Flask
Victory Screen
Victory & Rank
Technical Specifications

Under the Hood

Written in modern C99 and compiled directly to 6502 machine code via oscar64, alongside assets generated with png2prg. The rules layer compiles unmodified for host PC unit testing.

  • • Memory Budget: Standalone 51 KB PRG running within unexpanded 64 KB RAM with a razor-thin 6-byte margin.
  • • Sound Architecture: 18 bespoke SID effects (footsteps, buzzers, creaks, combat slashes, dirges) with voice-stealing priority gate.
  • • Original Soundtrack: "Surrounded by Darkness" by Nordischsound (2022, Hokuto Force), used with composer permission.

Real Hardware Instructions

To run on an original Commodore 64, Ultimate 64, MiSTer, or 1541 disk drive:

LOAD"*",8,1
RUN

PAL machines only: timing and SID sequencers are strictly calibrated to 50 Hz. Tested on real hardware and VICE 3.10 (x64sc).