Five Lessons of the Architect
Everything Tomb Architect teaches, it teaches through a papyrus scroll before your first plan. Those same five lessons, here.
Draw the Plan
Set chambers on the plot and let corridors thread between them. Every hall you lay becomes stone the moment you leave the quarry.
Arm the Stone
Lever, gear, chain and counterweight are fitted in their proper order. A mechanism only wakes when the parts are assembled the old way.
Set the Riddles
Guard the deep rooms with light, glyph, shadow and water. A riddle turned well holds a robber longer than any door of granite.
Enter Your Own Tomb
Take a torch and walk the halls you drew. Traps you placed still spring, and secrets you hid stay buried until you stop and listen.
Escape and Be Judged
Reach the entrance before the sand fills the corridors. Five scarabs are awarded for depth, cunning, danger and a clean escape.
Everything a Tomb Needs
Ten chamber kinds, five mechanisms, four riddles and six traps — the same parts a real architect would reach for, and every one of them plays a role.
Ten Kinds of Chamber
Entrances, corridors, halls, stairwells, tunnels, hidden rooms, a sarcophagus, a treasury, an obelisk, an eye chamber. Every plan reads differently once it's built.
Mechanisms, in the Old Order
Lever, gear, chain, counterweight, gate. Fit them out of sequence and nothing wakes — get the order right and the whole tomb turns.
Four Riddles to Set
Mirrors for light, symbols for glyph, flames for shadow, sluices for water. Guard your best rooms with whichever puzzle you trust least.
Six Traps That Actually Spring
A falling stone, a pressure floor, a rotating chamber, a sand trap, a hidden blade, a false door. Build them to catch someone else — then remember exactly where you put them.
Survey or Escape
Walk your finished tomb at your own pace, or drop into Escape mode and race the sand before the corridors seal behind you.
Daily Edicts & the Archive
A new royal commission every day, paid in sigils and kept as a streak. Relics you uncover are catalogued by dynasty in your own Archive.
Five Scarabs, Seven Ways to Earn Them
Every escape ends with a verdict: complexity, exploration, puzzle quality, trap design, navigation, secrets and difficulty, scored and sealed the moment you clear the entrance.
First Tomb
SEALEDThe Archive remembers every relic you dig up — artifacts, mechanisms, symbols and secrets, each tagged by dynasty.
"Deceptively simple. Diabolically clever." — placeholder pull-quote
No account, ever
Nothing to create, nothing to sign into. Just open it and start digging.
Stays on your device
No server behind this tomb, no analytics, no advertising. Nothing you build is ever transmitted anywhere.
Read the full policy
Found a Crack in the Plaster?
Bug reports, puzzle feedback, or just tell us which trap got you. We read everything.
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Prefer email? Reach us directly at ajskxko12@gmail.com
Your Tomb Is Waiting to Be Designed.
Free to build, free to walk, no account required. Download Tomb Architect and start laying stone.