You noclipped out of the site. Under it there is only wireframe: rooms that go on, a drop ceiling, a hum at 60 Hz, notes on the walls in a hand you half recognise, and something tall that walks when you are not looking. Each level is grown from a seed, so it is the same when you fall back into it, and the next is bigger, lower, and a semitone down. Find the way down. There is no bottom.
you noclipped out of rickseufert.com.
The drawing is the kind the arcades did before they had pixels to spare: every wall, floor tile and ceiling tile is a four-sided figure, filled black and outlined in phosphor, painted from the back of the room to the front, which is how a wireframe keeps what is behind a wall behind it. No WebGL, no library; one script on a plain canvas. The levels are rooms dropped on a grid until they overlap, joined by corridors, with pillars where there is room for them and the unreachable parts filled back in; the way down is wherever is farthest from where you fell. It only moves while you are not looking, which is a rule the elves insisted on. If you have been to the bazaar, the place is in colour.