Cheeky Commodore Quest
THE LOST SIZZLER — V10.41
TACTICAL RADAR — TRACKING VIEW
NAMED ENEMY DOSSIER
COMMAND DECK
LIVE KEYSTHE LOSTSIZZLER
A RETRO DUNGEON ADVENTUREA five-floor pixel dungeon crawl filled with shifting objectives, rare loot, hidden routes, dangerous events, co-op expeditions and things in the dark that ordinary weapons cannot finish.
This Game Is Currently In BETA Stages - This Will Not Reflect On Final Game Once Completed
BETTER PLAYED ON DESKTOP PCMobile play is supported, but a larger screen and keyboard give the best experience.
ONLINE MULTIPLAYER — WORLDWIDE BROWSER ROOMS
HOST Choose Dungeon or Horde for up to four players, or Spy Vs Spy for exactly two. Share the room invite, then start from the lobby.
JOIN Open the invite or enter its room code. Supabase Realtime relays host-authoritative play between supported browsers in different countries.
WEEKLY HIGH-SCORE VAULT LEADERBOARD
Check this leaderboard throughout the week to see who is winning. If nobody completes an attempt or nobody plays, no winner is declared and nothing is awarded or announced for that week.
Sign in with your CCG website account for one shared-seed leaderboard attempt each week.
Unique C64 titles permanently saved on this device: 0. Duplicates count once; clearing browser data resets this list.
Starting a run requests fullscreen automatically. Collectible games are shuffled into a seeded random order for every run. Weekly High-Score Vault allows one registered-account attempt per week, resets Monday at 00:00 UTC, uses Arcade rules, and death or completion ends the attempt. Sound begins when play starts.
© 2026 CHEEKY COMMODORE GAMER · ALL RIGHTS RESERVED
ONLINE MULTIPLAYER
ROOM -----
1/4 players connected
PLAYERS
HOW IT WORKS
The host controls the start. Guests remain in this lobby until the host begins. Dungeon Multiplayer holds four players; disconnected guests are removed and the earliest remaining player becomes host.
Paused
Continue the run, abandon its unsaved live state and return to the title screen, or leave The Lost Sizzler completely.
Saved floor checkpoints and permanently banked C64 titles are not removed.Level Up
Choose an upgrade.
Banishment Artefact
Choose how to convert this rare reward.
Floor Cleared
Dungeon Supply Shop
Choose what you actually need. Normal score stock can be bought repeatedly, with the price doubling after every purchase at this shop.
Normal score items can be bought repeatedly at the same shop. The shared price ladder is 1,000, 2,000, 4,000, 8,000 and so on. Stock: Potion, Torch, Teleport Spell, Inventory Slot, Ammo, Armour and Weapon Cache. Inventory expansions stop only when all six slots are open. A Banishment Flask can be traded repeatedly for 3 artefacts or bought once per shop for a fixed 10,000 score.
Floor Checkpoint
Save this floor-entry checkpoint so you can continue another day.
Saves are floor-entry checkpoints rather than mid-room quick saves.Inventory & Objective
Tap a locked or empty slot for an explanation.
You begin with three slots and can expand to six. Torches use one slot each; Potions stack to three; other matching carried items show an ×N counter.
ITEM & OBJECT GUIDE — MATCH THESE ICONS IN THE DUNGEON
Item
Named Enemy Dossier
All seven named enemies, including the rare CCG hunter. Encounters and people freed from the dungeon are stored locally in this browser.
Objectives & Rulebook
One route, three clear steps. Optional rooms make you stronger; they never block the exit.
1 · COMPLETE THE HUD GOAL
Keys, generators, rescue, exploration or guardian. The five-minute reminder always shows what comes next.
2 · CLEAR THE SIGIL GREAT HALL
Enter the opened reinforced gate. It locks behind you while the Sigil Warden, its Praetorian and their minions defend the great hall. Defeat every defender, then collect the Exit Sigil.
3 · REACH THE EXIT
Follow the radar marker back to the floor exit. The Sigil opens the route to the next floor.
DEATH STALKER
Exactly one can appear on each floor. It can open ordinary room doors, and normal weapons only knock it back. A lit carried torch frightens it away and stops its pursuit until the flame expires or is extinguished. Trade 3 artefacts or pay 10,000 score at a shop for a Banishment Flask, then press B nearby. Permanent banishment awards 15,000 score and 250 XP, and drops a Banishment Artefact with its existing reward choice.
DOORS & SECRETS
Enemies stay clear of unopened room entrances and cannot shoot into the waiting corridor. Once you enter, they move normally. Cracked walls hide secrets; 5% of secret rooms conceal another cracked pocket.
LOOT, AMMO & XP
You begin with the Archive Sword and no firearm. Firearms are found or bought, and each floor receives ammunition based on the enemies actually generated, including named enemies, armour and generator pressure, with allowance for roughly 50% missed shots. At zero ammo ATTACK automatically returns to melee.
THE GAMBLER
A rare one-use Gambler can appear during an ordinary dungeon run. Stand beside him and press G to stake 1,000 score on his animated reel. One position pays 2,000 score, two positions reduce your health to 2 HP, and three positions simply take the stake. The Gambler never appears in the Weekly High-Score Vault.
DEATH, ZERO XP & WEEKLY VAULT
Normal death moves half your score, the XP penalty and carried loot into one recoverable cache. Recover it before dying again; a second death permanently erases the old cache's non-essential contents, while essential keys or an Exit Sigil are returned safely to the floor and marked on the maps. You can lose at most one level and your most recent upgrade. The first death that leaves your total XP at zero gives a final warning. If any later death leaves total XP at zero a second time, the run ends—even if you recovered the earlier cache. Weekly Vault death ends that week’s attempt immediately.
ENEMY TACTICS & OPTIONAL CHALLENGES
Enemies can reposition, flank and hide behind solid furniture. Tougher enemies assess cover more often and re-plan faster, but smarter tactics do not grant extra speed or damage. Player shots can smash ordinary furniture to open a route; enemy fire cannot destroy it. Clues, memory tiles, torch sequences, arenas, boulders, bridges and secret rooms offer extra score and stronger loot.
WIND, SPIDERS & FIRELIGHT
About one corridor in twenty becomes a haunted windy passage. Its whistle warns of an adjoining webbed chamber crowded with fragile one-HP spiders. The wind snuffs an active torch with a pssst and visible gust, while fireplaces illuminate two rooms on every floor.
HORDES & ARMOURED KNIGHTS
One low-health skeleton horde can rise on each floor and bursts into flying bones when defeated. Archive Knights carry heavy armour and high health: they cannot shoot, but their sword strike is dangerous at close range.
TREACHEROUS HAZARD ROOMS
Floors 1–2 contain one dedicated hazard room; floors 3–5 contain two. Timed blade galleries, ember floors and arrow halls signal their cycle before striking for 1 HP. Watch the pattern, move between safe tiles and do not rush the warning phase.
LAST-RESORT RECOVERY
If every health pickup on the current floor has been consumed, an injured player regenerates 1 HP every two minutes. During a failed Sigil Lockdown, its gate reopens, surviving defenders reset and the death cache is placed outside the chamber so the challenge can be attempted again.
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