CAVES PAPER

Updated: 9/7/2025

TL;DR

  • Explore a 100×100-tile cave filled with treasures, traps, and dead ends.
  • The goal is to get in, collect as much as you can and then extract through an exit point.
  • Extraction is very important. It saves found items from being lost and rewards any bonus points you may have for a session.
  • The more items you have, the better your odds of survival.
  • Start with 200 energy. Movement, breaking walls manually, and hitting traps without protection costs energy.
  • The Rubber Suit makes the player

    completely immune

    to traps. They can then safely walk on the trap and dig it up for points.
  • Collect treasures for points — full treasure sets reward bonus points and the Mythic A8 Skull rewards a large bonus.
  • Use credits to enter runs — stack credits for a score multiplier.
  • Items like the Pickaxe or Bomb make exploration easier.
  • Each map resets daily — master the maze, find the best route, and climb the leaderboard.

1. Gameplay Overview

Each session begins in darkness — your explorer can only see the tile they stand on. Each movement reveals new territory but costs energy. You will find special tiles scattered throughout the map which can be dug up to reveal items, some worth points, some restore energy, some useful for survival and exploration, and some useless. Players can compete for two different goals: achieve the highest possible score in a single game session, or cumulatively collect the most treasures.

Scores are recorded to the daily, weekly, monthly, and all-time leaderboards. Extracting multiplies points if full treasure sets are recovered. The Mythic A8 Skull must be extracted to receive its bonus points. Extraction also secures “at-risk” items for future runs (see Extraction section below).

2. Map

The cave spans 100 × 100 tiles. Walls, corridors, and traps create the winding maze that resets daily. Each move costs 1 energy. Breaking a wall by hand costs 10 energy. This can be avoided with a pickaxe (costs 0 energy), or using explosives (items cost no energy to use). Each trap drains 3 energy on first contact, 6 on the next, and 9 after — encouraging careful navigation. However, the Rubber Suit makes players completely immune to traps for a game session (see Defeating Traps below for more information).

3. Energy & Continues

Running out of energy ends the run immediately unless one has a continue left or they are standing on an extraction tile.

However, if the player runs out of energy from hitting a trap, the user is

NOT ALLOWED TO CONTINUE.

Otherwise, players may continue 4 times per session by spending credits equal to their initial stake, regaining +80 energy on their first continue, then +60, +40, +20 energy on their second, third, and fourth continue.

BE VERY CAREFUL to avoid traps when your energy is low!

4. Defeating Traps

Traps can get in your way and take your energy, but there are ways to deal with them. The Rubber Suit completely protects the player from traps. With the suit equipped, one can safely walk on a trap and dig it up for points. One can also use Goggles to see traps on visible tiles. Thus when paired with the Detector or Headlamp (items which make tiles visible), one can navigate the maze without running into traps. A very strong combo is Rubber Suit + Headlamp + Goggles. Traps then become easy points!

5. Usable Items

Items enhance survival and exploration. Any items dug up while exploring the cave are at risk of being lost. If the user does not successfully extract, at risk items are lost (see Extraction section below). Once a player extracts, their at risk items are safe and stay in the user's inventory permanently until used. Player's can easily distinguish between at risk and safe items when looking in their bag during a session (see below). All equipment items can be found from digging up treasures or from purchasing items in the shop. Items purchased from the shop are safe. There's no need to extract in order to save them.

caves bag

Items fall into three different categories of use:

  • Single-Use Items: These items have no duration. Once used, they are immediately consumed and removed from the player's inventory.
  • Duration-Based Items: These items take effect for a set duration. They are removed from the inventory upon use but remain active for their entire duration,

    even across multiple play sessions.

  • Session-Based Items: These items last only for the current game session and expire once the session ends.

All Usable Items:

  • bombBomb – Breaks 5×5 walls. One-time use.
  • bombDynamite – Breaks 3×3 walls. One-time use.
  • pickaxePickaxe – Breaks a wall for 0 energy. One-time use.
  • extract compassExtract Compass – Guides to nearest extraction. 1 hour duration.
  • detectorDetector – Reveals 1 tile in every direction, even through walls. 1 hour duration.
  • gogglesGoggles – Show traps on visible tiles. 1 hour duration.
  • headlampHeadlamp – Visibility 2 tiles out, blocked by walls. 1 hour duration.
  • rubber suitRubber Suit – One can safely walk on traps and dig them up for points! Lasts one game session.

All equipment items can stack
Thus one can have Extract Compass + Detector + Goggles + Headlamp + Rubber Suit all equipped at once. In fact, this is the ultimate combo for exploring the cave! The Extract Compass helps the user extract quickly when needed. The Detector allows the user to see through walls, helping them to avoid missing any treasures. The Goggles help the user see traps on visible tiles, aiding them in scoring more points. The Headlamp helps the user see more tiles, again aiding them in finding treasures. The Rubber Suit makes the user immune to traps, allowing them to dig them up for points, and avoiding unnecessary energy loss.

Collect all items and show the cave who's boss!

6. Extraction

To extract from a game session, the player simply walks on an extraction tile (see image below) and then hits the extract button. Extraction is how the player leaves the cave safely, saving all at risk items, thus storing such items permanently in their inventory until used. At risk items are lost if the player does not extract. It's also the only way to receive the player's treasure set multiplier bonus, as well as points for the Mythic A8 Skull (see next section for scoring details). All bonus points are forfeited if the player does not extract.

The player can extract using any extraction tile found on the map. There are 16 extraction tiles distributed evenly on the map. Since the map is 100x100, that means there are four extraction tiles approximately at y coordinates 20, 40, 60, and 80. The x coordinates for each extraction row are also approximately 20, 40, 60, and 80. Thus there are extraction tiles approximately at (20,20), (20,40), (20,60), (20,80), ... (80,20), (80,40), (80,60), and (80,80).

Extraction Tile:

extraction tile

7. Treasures & Scoring

Five regular treasures form collectible sets, each boosting a player's extraction multiplier by 0.2 per complete set.
Rarer items are worth more points.

  • broken jugBroken Jug (Common) – 10 pts
  • sheep skullSheep Skull (Uncommon) – 25 pts
  • pocket watchPocket Watch (Rare) – 50 pts
  • abstract emeraldAbstract Emerald (Epic) – 100 pts
  • top hatTop Hat (Legendary) – 200 pts

The Mythic A8 Skull is the rarest treasure. It's worth 6,000 bonus points if extracted within 5 minutes, 5,000 otherwise. The player must extract to receive any points from A8 Skull. All active multipliers stack — set bonus × round multiplier × skull bonus.

  • a8 skeletonA8 Skeleton (Mythic) – 6,000 pts (5,000 pts if extracted after 5 minutes)

Scoring Example (Note: not from an actual game):

scoring example

In the example above, we have a 1.2x set bonus multiplier, a 10x round multiplier, and the user found the A8 Skull and extracted with it within 5 minutes. Here's how the score is calculated:

Score = (base points + skull points) * (set bonus multiplier) * (round multiplier)
Skull Points = 6,000 (extracted within 5 minutes)
Score = (385 + 6,000) * (1.2) * (10) = 76,620

Another way to look at it:

Base Score = (base points + skull points) * (round multiplier) = (385 + 6,000)*(10) = 63,850
Set Bonus = (Base Score)*(set bonus multiplier) = 63,850 * .2 = 12,770
Final Score = Base Score + Set Bonus = 63,850 + 12,770 = 63,850 * 1.2 = 76,620

The A8 skull was worth 72,000 (6,000*1.2*10) points in this example. As you can see, it's very valuable. Had we instead extracted after 5 minutes, it would have been worth 5,000*(1.2*10) = 60,000 points. Thus we got an extra 12,000 points for just extracting the skull within 5 minutes.

Extraction is crucial when one has a set bonus, an A8 Skull, or wants to save the items they found in the cave.

8. Leaderboards & Rewards

Every completed run is automatically recorded on the global leaderboard. There are two core categories: High Score and Treasure Score.

  • High Score — Ranked by cumulative points from all runs for each period. Each credit used in a run multiplies that run's points.
  • Treasure Score — Every Session Counts! We add up all treasures found from all your sessions for each period. Each treasure contributes differently to your score:
    • (Common) Broken Jug: 1 pt
    • (Uncommon) Sheep Skull: 2 pts
    • (Rare) Pocket Watch: 3 pts
    • (Epic) Abstract Emerald: 4 pts
    • (Legendary) Top Hat: 5 pts
    • (Mythic) A8 Skull: 10 pts
  • Time Frames — Daily, Weekly, Monthly, and All-Time boards. Daily resets align with each new cave layout.

Logged-in players appear highlighted above each board if they have a score for that leaderboard.

Rewards are denominated in WOOL, the Wolf Game ecosystem token. Each leaderboard period may feature a prize pool split proportionally by rank share % — rewarding consistent play and exploration skill.

9. Economy / Credits

Credits are the energy of participation — a consumable stake players spend to begin a cave run. One credit = one entry. Players may increase their risk and potential reward by starting with multiple credits.

  • 1 Credit Run = x1 Multiplier → safe exploration, good for casual play.
  • 10 Credit Run = x10 Multiplier → high-risk, high-reward leaderboard push.

Players may purchase credits using their connected wallet balance. Each continue costs credits equal to the initial stake and restores +80 energy on the first continue, +60 on the second, +40 on the third, and +20 on the fourth.

The in-game Shop also accepts credits: 5 credits = 3 random usable items. These purchased items enter your safe inventory and do not require extraction to keep.

Players can have an initial stake of up to 1000 credits.

10. Appendix — Base Values

CategoryItemRarityBase Value / Effect
TreasureBroken JugCommon10 pts
TreasureSheep SkullUncommon25 pts
TreasurePocket WatchRare50 pts
TreasureAbstract EmeraldEpic100 pts
TreasureTop HatLegendary200 pts
TreasureA8 SkullMythic5000pts (6000 if extracted < 5 min)
Food Items — Restores Energy
FoodPeanutCommon+10 Energy
FoodLettuceCommon+15 Energy
FoodCarrotUncommon+20 Energy
FoodPlumRare+30 Energy
FoodMilkEpic+40 Energy
FoodSandwichLegendary+60 Energy
Trash Items — Mostly Junk, Sometimes Useful
TrashTrashNone0 Energy
TrashTrash 2Common+5 Energy
TrashTrash 3Common+10 Energy
TrashTrash 4Uncommon+15 Energy
TrashTrash 5Rare+25 Energy
TrashTrash 6Epic+50 Energy
Jackpot Events
JackpotDaily JackpotLegendary250 – 2,000 pts
JackpotWeekly JackpotMythic1,000 – 10,000 pts

Set Bonus: +0.2× multiplier per complete treasure set.
Food Items: Restore 10 – 60 energy based on rarity.
Trash Items: Restore 0 – 50 energy based on rarity.
Trap Damage: 3 → 6 → 9 energy on repeated contact with the same trap.
Continue Cost: Credits equal to starting stake (+80 for energy first continue, then +60, +40, +20 energy).

© Wolf Game 2025