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OPERATION: BLACKFILE

A single-life top-down stealth infiltration game. Breach the facility, lift every classified file, reach extraction — and do not get seen. One slip ends the run.

OVERVIEW

Operation: Blackfile is a procedurally-generated stealth game. Every run generates fresh floor layouts — no memorization, no safety net. You have one life. Getting spotted or making physical contact with a guard terminates the mission and locks your score.

The facility is divided into 5 sectors of escalating difficulty, each containing multiple floors. Sector 5 — the Director's Office — has no end. Each run is a race to see how deep you can push before you're compromised.

ONE LIFE

There are no continues, no checkpoints, no respawns. A single detection event or physical guard contact ends the run permanently. Your score is recorded at the moment of compromise.

CONTROLS

W A S D
Move agent
ARROW KEYS
Move agent (alt)
SPACE / ENTER
Advance briefing, confirm next floor
VIRTUAL JOYSTICK
Touch/mobile — appears below map on coarse-pointer devices

Movement uses axis-separated collision with corner-assist — the agent will automatically slide around wall edges when you're close. Diagonal movement is normalized to prevent speed exploitation.

DETECTION SYSTEM

Each guard projects an amber vision cone in the direction they are facing. The cone is raycast — walls block it. Entering a cone causes the detection meter to fill. If it reaches 100%, you are COMPROMISED.

When no guard can see you, the meter drains at a constant rate. You can re-enter cover and recover — but a fast-filling meter (VETERAN mode) leaves little margin.

DETECTION RATES BY MODE

MODEFILL RATEDRAIN RATENOTES
AGENT1.7/s0.8/sBaseline. Bar visible.
VETERAN2.5/s0.8/s47% faster fill. Bar visible.
GHOST1.7/s0.8/sSame rate as AGENT. Bar hidden.
GHOST MODE — NO BAR

In GHOST mode the detection strip is not rendered. You receive no UI feedback on your exposure state. You must internalize cone geometry and guard facing angles to survive. The ! indicator above a guard is still shown — you'll know when you're seen, you just won't know how close you were before that.

GUARDS

Guards patrol between two waypoints on straight-line corridors. When they reach a waypoint they pause briefly and sweep their cone. After the pause they reverse direction. Guard speed, count, and vision range increase as you progress through sectors and floors.

PHYSICAL CONTACT

Walking into a guard's body is instant death — no detection meter, no warning. The contact radius is ~20px. Guards do not react to footsteps or sound; only direct line-of-sight within their cone triggers detection.

GUARD PARAMETERS BY SECTOR

SECTORGUARDSBASE SPEED (px/s)VISION RANGE
1 — Records Wing246–52150 px (AGENT)
2 — Server Vault2–354–62150 px (AGENT)
3 — Armory3–463–72150 px (AGENT)
4 — Comms Array4–573–84150 px (AGENT)
5 — Director's Office5–8+85–115+150–155 px

Speed values are before the mode multiplier. VETERAN applies ×1.15 to guard speed. Guard count and speed escalate per floor within each sector.

INTEL FILES

Intel files appear as gold folders floating with a subtle bob animation. They are placed by the generator at positions far from spawn, spread across the floor, and never adjacent to the exit hatch.

Walk within 18px of a file to collect it. A brief screen flash confirms the pickup. The HUD updates the FILES LEFT counter. Once all files are collected the exit hatch unlocks.

Files per floor range from 2 (Sector 1) to 5 (late Sector 5), scaling with sector difficulty.

EXTRACTION HATCH

The exit hatch is placed at the BFS-farthest reachable tile from your spawn — guaranteeing a meaningful traversal distance of at least 16 tiles. It is rendered as a small square marker.

While files remain, the hatch displays LOCK and is outlined in dark blue. Once all files are collected it transitions to EXIT with a green glow. Reaching within 20px triggers floor completion.

SECTORS

The facility is divided into 5 sectors. Sectors 1–4 have a fixed number of floors. Sector 5 generates floors indefinitely — the only limit is how long you survive.

1
RECORDS WING
FLOORS 3
GUARDS 2
INTEL 2
DIFFICULTY VERY EASY

Administrative archives. Minimal patrol presence. Designed to familiarize you with cone geometry and the extraction workflow before pressure mounts.

2
SERVER VAULT
FLOORS 4
GUARDS 2–3
INTEL 2–3
DIFFICULTY EASY

Cold server infrastructure. Guard rotation speeds increase. A third patrol unit is introduced mid-sector. Open corridors create longer line-of-sight windows.

3
ARMORY
FLOORS 6
GUARDS 3–4
INTEL 3–4
DIFFICULTY MEDIUM

Weapons storage. Denser wall structures increase forced routing. Four guards by the final floor creates overlapping patrol coverage with few safe corridors.

4
COMMS ARRAY
FLOORS 8
GUARDS 4–5
INTEL 3–4
DIFFICULTY HARD

Communications infrastructure. Five guards at peak with faster patrol cycles. Navigation windows narrow significantly. Eight floors demands sustained clean play over a long run.

5
DIRECTOR'S OFFICE
FLOORS ∞ INFINITE
GUARDS 5–8+
INTEL 4–5+
DIFFICULTY ESCALATING

There is no exit from the Director's Office. Each floor generates harder than the last — guards get faster, more numerous, and the map denser. Floors are generated on demand as you clear them. This sector defines the leaderboard. How far can you go?

ESCALATION FORMULA

Guards = min(8, 5 + floor÷3)  |  Speed = min(115, 85 + floor×3 px/s)  |  Intel = min(5, 4 + floor÷6)

MODES

Modes are run modifiers applied on top of natural level difficulty. Levels escalate the same way regardless of mode — modes change how you play, not what you face.

AGENT
1.0×
Standard experience. Detection bar visible. Guard speed at baseline. Recommended for learning the game.
VETERAN
1.4×
Guards 15% faster. Detection fills 47% faster. Bar still visible. Tighter margins, higher reward. For experienced operatives.
GHOST
2.0×
Detection bar hidden. No UI feedback on exposure state. You read the cone geometry or you die. Old school. No hand-holding.
DESIGN INTENT

GHOST mode is designed around a core old-school principle: the game shouldn't tell you everything. In early arcade games you learned mechanics by dying. GHOST removes the safety net meter — you internalize guard vision ranges through repetition, or you don't make the board.

SCORING

SCORE FORMULA max(100, ⌊ (floors_cleared × 3000 + 1000 − play_time_secs × 20) × mode_mult ⌋)

Floors cleared is the primary driver — depth matters more than speed. The time penalty subtracts 20 points per second of active play time. The clock only runs while you are actively playing — it pauses during briefings, floor-clear screens, and the caught screen.

SCORE EXAMPLES

SCENARIOAGENTVETERANGHOST
Caught immediately (Floor 1, 0s)1,0001,4002,000
Clear 5 floors in 4 min11,20015,68022,400
Clear 15 floors in 12 min30,60042,84061,200
Clear 25 floors in 22 min49,60069,44099,200

Score is recorded at the moment of compromise — when you are caught. Submit your initials on the COMPROMISED screen to enter the Hall of Ghosts.

HALL OF GHOSTS

Global leaderboard — top 10 scores across all players. Scores are stored server-side and persist across sessions. Updated in real time.

Loading scores...

PATCH NOTES

v7.5 — TOUCH LEADERBOARDS & GHOST OVERHAUL
2026-06-11
  • NEW KBD / TOUCH split leaderboards — filter Hall of Ghosts by input method
  • NEW Touch/joystick grants 1.5× score bonus — acknowledged suffering
  • NEW Intel Dossier flyout panel on title screen
  • CHANGE GHOST mode hardened: fog of war (~4 tile visibility), cones widened to 69°, detection 3.8/s, guards 1.15× speed
  • CHANGE HUD shows · TOUCH ×1.5 · indicator when joystick is in use
v7.4 — HUD & MODE OVERHAUL
2026-06-11
  • FIX Detection bar moved from center HUD to full-width strip at bottom of HUD — no longer overlaps level name text
  • CHANGE Difficulty renamed to Modes — AGENT / VETERAN / GHOST
  • NEW GHOST mode: detection bar hidden, 2× score multiplier, old-school no-UI-crutch experience
  • NEW VETERAN mode: guards 15% faster, detection fills 47% faster, 1.4× score
  • NEW This wiki page
v7.3 — CACHE & LEADERBOARD FIXES
2026-06-11
  • FIX Script cache-busted — HOW TO PLAY and RECORD SCORE buttons now work on first visit after deploy
  • CHANGE Leaderboard expanded from top 5 to top 10
  • CHANGE Old win-based scores cleared — incompatible with new caught-based scoring formula
  • CHANGE Lambda updated to cap at top 10 entries
v7.2 — GAME MECHANICS OVERHAUL
2026-06-11
  • NEW Multi-level sectors: 3 / 4 / 6 / 8 floors per sector, Sector 5 infinite
  • NEW Timer pauses during briefing, floor-clear, and caught overlays
  • NEW Physical guard contact = instant death
  • NEW Score recorded on caught screen with initials entry
  • NEW HOW TO PLAY screen on title
  • NEW Spacebar / Enter advances briefings and floor-clear screens
  • CHANGE HUD shows SECTOR X — NAME — FLOOR Y
v7.1 — GLOBAL SCOREBOARD
2026-06-11
  • NEW Hall of Ghosts — global leaderboard via AWS API Gateway + Lambda + DynamoDB
  • FIX Replaced broken Lambda Function URL (blocked at AWS edge on VPN exits) with API Gateway HTTP API
  • NEW CI/CD pipeline: push to main → S3 sync → CloudFront invalidation
  • NEW IAM policy: cloudfront:CreateInvalidation granted to deploy user
v7.0 — INITIAL RELEASE
2026-06-11
  • NEW Procedural map generation with BFS-guaranteed traversal
  • NEW 5-sector mission with escalating guard count and speed
  • NEW Raycast vision cones with wall occlusion
  • NEW Detection meter with drain-on-cover mechanic
  • NEW Mobile virtual joystick
  • NEW Web Audio API sound effects
  • NEW Three difficulty modes: ROOKIE / AGENT / LEGEND