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How Generunner Works
The Big Idea
Generunner mixes Minesweeper deduction with Conway's Game of Life .
The map is a grid of cells that are either alive or dead. Each turn, the simulation evolves —
patterns move, grow, and die. You explore the fog, read neighbor counts, and predict what happens next.
Your Goal
Reach the exit tile (⬡) on each floor. You have one life .
Step on any unstable tile and the run ends immediately.
Turn Structure
Move one tile (or use an ability).
Game checks if your tile is unstable — take damage if so.
Optionally use Disrupt (1) or Stabilize (2) instead of moving.
The grid evolves one generation after each move or ability.
Press Space to wait in place and let the grid evolve without moving.
Reading the Grid
Numbers (0–8) — living neighbors; each count has its own color (like Minesweeper).
Green gradient tile — cell is currently alive.
Dark tiles — dead cells. A dead tile showing 3 is about to be born next evolution.
Red outline — unstable; stepping here ends the run.
Fog — unseen. Move closer to reveal.
Instability Hazard
You die instantly when you end a move on a tile that is:
Alive right now, or
Dead with exactly 3 living neighbors — it will birth next generation.
Think ahead: a safe dead tile can become dangerous after the grid evolves.
Watch for gliders, blinkers, and dense clusters.
Life Lab
Open Life Lab from the header to watch a full-board Conway simulation —
no fog, no player, same life rules as the game. Paint patterns, hit play, and experiment with presets
like the Acorn methuselah or Pulsar oscillator.
The Living Grid (B3/S23)
Classic Conway rules after each move:
A dead cell with exactly 3 neighbors becomes alive .
An alive cell with 2 or 3 neighbors survives .
Otherwise it dies (underpopulation or overcrowding).
Only the area you've explored (plus a small margin) evolves — distant fog stays frozen
until you approach. Use Life Lab for a full-board simulation.
X-Ray Mode X
A cheat toggle that reveals every living cell on the board,
even in fog. Hidden alive tiles show as faint green dots. X-Ray is visual only —
only explored areas still evolve. Neighbor counts for deduction still require exploration.
Abilities
Disrupt 1
Kills all non-pinned cells in a 3×3 around you. Ends your turn.
Stabilize 2
Prevents births in a 3×3 for 5 turns. Ends your turn.
Bomb 3 / B
Blasts a 5×5 zone when the board locks up. Few charges per floor. Ends your turn.
Pinned Tiles
Tiles that stay stable for several generations become pinned (purple) and stop evolving.
The exit is always pinned. Use pinned zones as anchors when planning routes.
Tips
Prefer tiles showing 0, 1, 2, 4+ neighbors — dead tiles with 3 are traps.
Before moving, imagine what the next generation will look like.
Save Disrupt for tight spots; Stabilize helps cross birth zones; Bomb breaks static mazes.
Replay the tutorial anytime from the header button.