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.
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.
Play online via WebAssembly emulator or grab downloads directly on itch.io:
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.
While any foe is awake, a 1-second timer drains. Hesitate too long and the monster takes its turn anyway!
Whenever an enemy is facing you, the hero sheet flips into a live combat readout showing HP bars, odds, and damage dice.
Official Cover Painting • Labyrinth of Ur
Long before the kings of Babylon, the city of Ur was the richest in the ancient world.
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 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.
Each level represents a stage in the king's descent into ruin.
Where the king imprisoned the laborers who carved his tomb. Now overrun by aggressive goblins.
Former guard quarters. Held by hobgoblins claiming the stone armory as their sovereign turf.
The dead of ancient Ur. Skeletons rose when the king's dark curse stirred the sepulchers.
The namesake maze: a disorienting labyrinth of sealed caste gates designed to lose invaders.
Deep shafts where slaves dug for gold, now patrolled by the king's skeletal bone knights.
Primordial caves predating the city. Demonic fiends lurk in the dark bedrock corridors.
The royal tomb of Ur-Zabaal. The winged terror Pazuzu holds the final escape ladder sealed shut until slain in mortal combat.
Combining classic dungeon crawler perspective with real-time pressure on unexpanded 64 KB Commodore 64 silicon.
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.
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.
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.
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!
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!
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.
Floors 1 – 2 • Fast Stalkers
Lurking in cells and mess halls. They wake easily and chase relentlessly across corridors.
Floors 3 – 5 • Armed Sentinels
Resurrected guards armed with swords and shields. Higher attack power and tougher bone armor.
Floors 6 – 7 • Underworld Demon
Winged horrors from beneath the ziggurat. Pazuzu never sleeps once spotted and holds the ladder shut!
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
Direct VICE emulation captures showcasing Multicolor Bitmap rendering, SID audio feedback, and dungeon progression.
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.
To run on an original Commodore 64, Ultimate 64, MiSTer, or 1541 disk drive:
PAL machines only: timing and SID sequencers are strictly calibrated to 50 Hz. Tested on real hardware and VICE 3.10 (x64sc).