Maps and levels
The level you are in, its themes, and how a run is laid out.

Maps and levelsHow a level is put togetherA level is kept as its own description with a module count, a passage limit and a note about enemies.
Maps and levelsLevels and the way outLevels are produced by a generator in the game.
Maps and levelsThe arena and its raceThe race runs on a track built from a start, an end and pieces between them.
Maps and levelsThe bathrooms and their fittingsA bathroom is a room set of its own, with a floor, a sink, a stall and a clean pipe named beside it.
Maps and levelsThe fences and the railings a level is closed in withA level names a plain fence of its own, with a ceiling fence for the ordinary theme and a second one for the arctic theme.
Maps and levelsThe furniture a level is fitted withChairs are named in kinds: an armchair, a plain chair, a big chair and a camp chair among them.
Maps and levelsThe kitchens and their fittingsA kitchen is a room set of its own, with a counter, a sink and a fridge named for it.
Maps and levelsThe level themes and what they holdThe game ships separate level artwork per theme, including arctic, manor, museum and forest.
Maps and levelsThe music and ambience of a levelThe music is run by a manager with states for on, off and scare-only.
Maps and levelsThe rooms the wizard school signsThe wizard level signs its gathering rooms: a dining hall and a lecture hall, with a dungeon below them.
Maps and levelsThe signs that name a station's roomsThe arctic level signs its own rooms: a cafeteria, a research lab and an infirmary each have a plate.
Maps and levelsThe storage rooms and their fittingsThe museum storage room is named as a set of its own, with floors, ceilings and walls named for it.
Maps and levelsThe tutorial levelThe game ships a tutorial level of its own rather than teaching on a real level.
Maps and levelsWhat the map shows youThe map has its own marker for valuables, with a small and a large version of the sprite.