Shadowkeep
A top-down maze explorer where the Spectrum's attribute system IS the game — ink and paper define walls, floors, items, and danger.
Coming Soon
Shadowkeep is currently in development. Check back soon!
What You’ll Build
Top-down maze explorer. Navigate rooms of a dark keep, collect keys, avoid creatures, find the exit.
The attribute system is the game. Walls are INK colour, floors are PAPER, items are BRIGHT, hazards FLASH. Collision detection is a single attribute read. The Spectrum’s most famous limitation — colour clash — becomes the core mechanic.
Why This Game?
The ZX Spectrum’s attribute system is what made Spectrum games look distinctly Spectrum. Each 8×8 pixel block shares one foreground colour and one background colour. Most games fight this constraint. Shadowkeep embraces it.
Every room is built from attributes. You’ll learn:
- Screen memory layout — the infamous non-linear thirds
- Attribute memory — INK, PAPER, BRIGHT, FLASH bits
- Wall collision — reading attributes to detect walls
- Room data structures — tile maps for multi-room worlds
- Item collection — keys, doors, and inventory
- Enemy patrol AI — simple path-following creatures
- Beeper sound effects — pitch variation for audio feedback
By the end, you’ll have a complete maze explorer worthy of the Spectrum’s golden age.
Skills You’ll Master
- Attribute system — INK, PAPER, BRIGHT, FLASH
- Screen memory — non-linear layout and thirds
- Character-cell movement — 8-pixel grid navigation
- Wall collision — attribute-based detection
- Room data — tile maps and transitions
- Item collection — keys, doors, inventory
- Enemy AI — patrol paths and chase behaviour
- Beeper sound — pitch variation effects
- Multi-room worlds — room transitions and state
Prerequisites
This is Game 1. No prerequisites — just enthusiasm and a willingness to learn Z80 assembly.
Time Investment
128 units at 60-90 minutes each. Roughly 128-192 hours total.
Unit Roadmap
Foundation
Build the core game mechanics
Expansion
Add features and content
Refinement
Enhanced gameplay and variety
Integration
Connect systems and flow
Polish
Visual effects and menus
Challenge
Advanced modes and difficulty
Optimisation
Performance and memory tuning
Mastery
Distribution and final polish