PresentFox,
I updated the game and would like to send you a new version. Shoot me an email.
- Jeremy
Aluminati Studios
Creator of
Recent community posts
Thank you! I haven't tested the controller input in a while, and it is not finished. I am doing that absolutely last but keep testing I would love to hear your feedback!
Thank you for buying! When I update the game next, I will email you the updates until my Steam release. Email: aluminatirecords@icloud.com
I will add you to my mailing list.
- Jeremy
Bugs fixed and suggestions implemented :)
Thank you MadGrace for your support.
TETRIX — UPDATE LOG
====================
VERSION 1.01 — May 3, 2026
----------------------------
BUGS FIXED
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1. BLOCKS FALLING THROUGH FLOOR
- clearLines() was using splice() on wrong row indices mid-loop
- Fixed: collect all full rows first, sort descending, then splice
- Prevents board corruption that caused pieces to pass through placed blocks
2. PIECES FREEZING MID-AIR
- lockTimer was incrementing even when piece was not grounded
- Fixed: lock timer only starts when tryMove(0,1) fails (piece is actually on floor)
3. ONLINE GARBAGE NOT SENDING
- After clearLines rewrite, garbage table referenced old variable 'n' (now 'cleared')
- garbageTable[undefined] always returned undefined — zero garbage sent to opponent
- Fixed: updated reference to garbageTable[cleared]
4. P KEY NOT RESUMING GAME
- handleKeyDown() had early return when gs.paused=true
- P key check came AFTER the guard, so press was swallowed
- Fixed: P/Escape checked first before any pause guard
5. A AND D KEYS NOT WORKING
- Only ArrowLeft/ArrowRight were in the keydown handler
- KeyA and KeyD were never bound
- Fixed: A/D now mapped to left/right movement + DAS repeat included
6. SPACE BAR SPAM CRASHING GAME
- hardDrop() had no guard against being called while paused/game over
- Spamming space during freeze caused multiple lockPiece() calls corrupting state
- Fixed: space key and hardDrop() both check game is running before firing
7. ZEN MODE BOARD OVERFLOW
- No game over in zen mode meant board could fill past top, looked broken
- Fixed: when board tops out in zen, top 6 rows auto-clear with "✨ Cleared!" popup
8. SELECT MODE SCREEN CUT OFF
- screen-mode used justify-content:center, pushing top row off screen when 10+ modes shown
- padding: var(--space-6) was overriding has-topbar 48px padding-top
- Fixed: justify-content:flex-start, overflow-y:auto, padding-top:calc(48px + var(--space-6))
9. DESKTOP SCORE PANEL CUT OFF

GLOOM Biomech corridors. Living weapons. Mechanical horrors. Synopsis Enter GLOOM, a tense, retro-inspired first-person shooter built entirely in HTML5 Canvas and JavaScript. Traverse eerie, procedurally lit biomechanical mazes across 8 increasingly nightmarish levels from the shadowy Gloom Corridor to the pulsating heart. Arm yourself with the Pulse Splicer, Grave Maw, and Core Eviscerator to blast through hordes of relentless enemies: agile Necro-Drones, stealthy Void Stalkers, hulking Mecha-Ghouls, and the colossal final boss.Hunt, dodge, and survive. Clear all enemies in each area to advance. Collect ammo, health pickups, and weapon upgrades dropped by fallen foes. Throw grenades for crowd control, jump over hazards, and use the minimap to track threats. One wrong turn, and the machines consume you. Can you escape the Gloom? How to Play
Open in any modern web browser (Chrome, Firefox, Safari, Edge).
Click ENTER THE GLOOM to begin.
Lock your mouse for full FPS controls (click canvas in-game).
Supports keyboard/mouse, gamepad/controller, and touch/mobile.
Performance Note: Runs smoothly at 60FPS on most devices. Fullscreen recommended.ControlsKeyboard & Mouse (PC)
| Action | Keys |
|---|---|
| Move | WASD or Arrow Keys |
| Look | Mouse (pointer lock) |
| Shoot | Left Click or Ctrl |
| Jump | Space (tap) |
| Grenade | G |
| Switch Weapon | 1/2/3 or Mouse Wheel |
| Pause | ESC |
Controller (Xbox/PS/Gamepad)
| Action | Button(s) |
|---|---|
| Move | Left Stick |
| Look | Right Stick |
| Shoot | RT or A |
| Jump | B |
| Grenade | LB |
| Switch Weapon | X (next) / Y (prev) |
| Pause | Start/Menu |
Touch (Mobile)
- Left Side: Virtual joystick for movement.
- Right Side: Drag to look + auto-shoot.
- Pause via on-screen button.
Features
- 8 Levels: Themed biomes with unique walls, floors, and enemy counts (8-16+).
- 3 Weapons: Varying fire rates, damage, spread, and ammo costs.
- Enemies: 3 types + boss with patrol/chase AI, health bars.
- Powerups: Health, ammo, weapon unlocks.
- Mechanics: Raycasting renderer, jumping, grenades (bouncing/explosive), invulnerability flashes.
- HUD: Health/ammo/grenade bars, score, minimap, enemy/ weapon info.
- Audio: Procedural beeps for immersion (Web Audio API).
- Settings: Adjustable mouse/stick sensitivity (saved locally).
- Progression: Inter-level rewards + "Area Cleared" screen.
Levels
| Level | Name | Enemies | Theme |
|---|---|---|---|
| 1 | Gloom Corridor | 8 | Rusty organics |
| 2 | Blood Furnace | 10 | Crimson heat |
| 3 | Shadow Vault | 12 | Neon blues |
| 4 | Rust Crypt | 13 | Corroded maze |
| 5 | Frost Reactor | 14 | Icy circuits |
| 6 | Grave Engine | 15 | Purple decay |
| 7 | The Maw | 16 | Flesh-metal |
| 8 | The Core | 1 (Boss) | Golden horror |
Screenshots(Embed or host images here for GitHub Pages)Credits
- Developer: Inspired by classic FPS like Doom/Wolfenstein.
- Engine: Custom JS raycaster + billboard sprites.
- Music/SFX: Procedural square-wave audio.
- Playtested: Keyboard, controller, mobile.
License
Copyright © 2026 Aluminati Studios. All rights reserved.
Enter the Gloom. Rip and tear.



