Position on the map
X axis
Z axis
Separation

O/E
Contacts
Terrain

Modewalking
Loops
contact map · O/E
O/E contact enrichment
depletedenriched
WASD move · double-tap W sprint · Space jump · 1–6 slot
Left click attack · Right click drink potion · Q drop item
Esc pause · E enter loop / open chest · M map view · N O/E ⇄ observed · P palette
B TAD lines · G smoothing · R new region · H help
F fly · L next loop (testing)
SPRINTING
MAP TOO SHALLOW FOR STRUCTURE CALLING
The contacts on screen are real. Loop and TAD calling is withheld rather than run on noise — try a coarser resolution, or a more deeply sequenced map.
CHROMATIN LOOP DETECTED
press E to enter

LOOPCRAFT

A landscape built out of real DNA. Scientists measure how often different parts of a chromosome touch each other, and here that measurement is the terrain: where two spots touch often, the ground rises. Chromatin loops — places held tightly together — stand up as mountains.

Your worlds

No worlds yet. Build one from a Hi-C experiment below.
Every experiment gets its own world, named after the file it came from. Progress, loot and which loops you have completed are saved per world.

New world

An ENCODE accession, a direct link to a .hic file, or an absolute path on your own storage. Only the header and the region you visit are ever downloaded, so a 70 GB experiment opens in seconds.

Loop anchor

The measurement

Anchor A
Anchor B
Loop span
Contacts
O/E
Donut enrichment
Local background

Neighbourhood (±14 bins)

The bright dot in the centre is the loop. This is the same "punctate focal enrichment" a loop caller looks for — a pixel much hotter than the ring of pixels around it.

What you are standing on

Paused

Progress is saved as you go, and again when you leave.

Left or right?

You are standing at the contact point, between the two anchors — the spot where these two stretches of DNA are held against each other. Two routes climb from here to the summit. Clear the guards on the one you pick and the chest at the top opens.

Loop summit cache

Rarity sets the damage; the blade family sets the speed. DPS is what matters.

You died

The loop keeps its loot. Your inventory is untouched.

How to read this world

Everything you see is measured data, not decoration.

A Hi-C experiment counts how often two stretches of DNA are found touching each other. The result is a square matrix: both axes are the same chromosome, and the value at (i, j) is how often locus i touched locus j. Here that matrix is the terrain.

Walk along the pale diagonal road and you are walking along the chromosome itself — there, the two axes read the same coordinate. Step off the road and you are asking "how often do these two different places touch?" The further from the road, the further apart the two loci are.

Raw contact counts fall off steeply with distance, which would make the map a single boring ridge along the diagonal. So height and colour show O/E — observed contacts divided by the average for that separation. O/E = 1 is exactly average; the landscape is what is left after distance is accounted for. Press N to switch to raw counts and watch the structure collapse into that ridge — that comparison is the whole reason O/E exists.

Colour and height both come from that same O/E number, but not on the same scale. Colour is linear, so the legend and the Juicebox palette mean exactly what they say. Height is deliberately exaggerated at the top end — ordinary background is O/E = 1, which sits mid-ramp, and mapping that straight to height would leave the whole map at half altitude with nowhere for loops to rise. So the background is pressed down into low plains and the height is saved for the few pixels that earned it. Read colour for the number; read height for where to look.

Square plateaus hugging the diagonal are TADs: neighbourhoods that contact themselves far more than they contact their surroundings. The dark ridges (B to toggle) are the insulating boundaries between them, usually CTCF-bound.

Cyan beacons are called chromatin loops: single pixels far hotter than the ring of pixels around them, meaning two specific spots are pinned together much more often than their neighbours are. Walk into one to inspect it.

Not every map can support these calls. Loops and boundaries are both judged against a local background, and if a neighbourhood only holds a few reads that background rounds to zero and every ratio explodes into a fake loop. A shallow QC map can be walked and looked at, but this world will refuse to call structure on it and will say so at the top of the screen. Depth is not a detail in Hi-C — it is the difference between seeing loops and inventing them.

Black chasms are not loops or voids in the biology — they are bins with no mappable data (repeats, centromeres, assembly gaps). Real analyses drop them, and so does this world.

Controls

WASD
move
Mouse
look (click the world to capture the cursor)
Left click
swing the held sword (a bare fist does 1)
Right click
drink the held healing potion
Q
drop the held item on the ground
1 – 6
choose an inventory slot
Esc
pause — keep playing, or save and leave to your worlds
Space
jump — clears exactly one block, as in Minecraft
Double-tap W
sprint; ends when you release W or stop moving
Shift
descend while flying
F
toggle fly — Testing mode only
M
map view — rise up and look straight down at the contact map
L
teleport to the next loop — Testing mode only
E
read the loop you are standing in, or open the summit chest
N
O/E ⇄ raw counts
P
cycle colour palette
B
show / hide TAD boundary ridges
G
smoothing — off shows the raw pixel-to-pixel spikes, which are mostly counting noise and nearly impossible to walk across
R
return to the loader and pick another region
H / Esc
help / release cursor

Playing it

You start in the corner furthest from every beacon, so getting anywhere means walking. Swords and healing potions lie scattered across the landscape — right-click drinks a potion for four hearts. A beacon turns green once you clear its loop, and green loops are finished for good; if the ghosts drive you out it turns red and stays open to try again.

Explorer is on foot: no flight, no teleport, and swords are found by covering ground. Testing mode adds flight and loop teleporting for checking a region quickly.

Walk into a cyan beacon and press E to read the loop, then take The Loop Ascent. That drops you at the contact point between the two anchors — the place those two stretches of DNA are actually held together — and asks you to go left or right. Left is the crowded climb: many more ghosts, tougher ones, and two chest rewards for it. Right is the long quiet way with only a handful of weak ones and a single reward. Ghosts only notice you from about 14 blocks, so you can pick them off a few at a time rather than pulling the whole route at once. Clear the route you chose and the chest opens — it stands on a plinth one block above the summit floor, so you have to jump up onto it, and one jump is always enough. Everything in a summit chest outguns everything lying in the landscape, and the two best blades are named after cohesin and CTCF, the proteins that hold a real loop shut.