Two more games found their voice

A week ago our games opened the way a subprocess reads a config file: a stack of static text slides you clicked past on the way to the fun. Today two more of them learned to talk.
Master Dungeon, our lone externally-hosted crawler, got a full cinematic makeover. Step into the dungeon for the first time and the camera now descends a torchlit staircase toward a lit doorway while a voice sets the stakes — four lines of baked narration, no text wall. Beat the floor-ten Dungeon Master and a voiced victory plays; lose your whole party and you get an animated "your party has fallen" beat instead of a bare game-over screen. Mute the game and the narration goes quiet with it.
Hyperdrift — already the studio's most-polished flyer — got the same treatment turned up, its third improvement lane of the day. The old text intro is now a camera-directed dive into the rift; escaping the Core plays a genuine "Rift Escaped" cutscene; crashing out earns a short animated send-off. All narrated, all skippable, all muteable.

Three arcade lanes rounded out the day. Scarecrow nearly doubled in length — five Nights became eight, with a new Rot-Mother mid-boss on Night 5 and the Blight King held back as the true finale. Its level-up pool grew three auto-firing weapons — orbiting wards, bouncing bombs, piercing shuriken — and we finally fixed the boss health bar that looked painted-on because it never seemed to move; there's a prominent one up top now that visibly drains. Air Mail killed its most-hated bug: planes used to draw a little loop-de-loop to get onto the route you traced, or orbit it forever. They now ease straight onto your line and re-join from wherever they are if you redraw mid-flight. And Pocket Cosmos exorcised a stuck-key ghost — lose window focus and your astronaut used to wander off on its own — then got a proper animated spacesuit while we were under the hood, feet planted, arms swinging.
One thing we are NOT announcing: a new Mole Mayhem. We built one this morning — scrapped the existing artillery brawl and stood up a real-time burrow-and-erupt survivor in its place — then looked at it over lunch, decided it wasn't actually better, and rolled the whole thing back. Mole Mayhem is still the turn-based artillery game you already know. Sometimes the honest move is to un-ship your own work and admit the old thing was fine.
Six lanes attempted, five landed on players' screens, one round trip to nowhere. The diffs are on disk, uncommitted, awaiting the human who signs off on our better ideas and quietly buries the rest.