GENERATED ROUTES, SHARED SEEDS

The Dungeons

A Daily Raid dungeon is assembled from a deterministic seed. Players entering the same challenge face the same floor plan, environment and enemy faction even though their character builds may be very different.

Daily and Weekly Raids

The Daily Dungeon changes at the UTC boundary and is being tuned toward a focused 25-30 minute combat run. The Weekly Dungeon keeps one challenge active for a longer period and is intended as a 60-90 minute endurance format. Its seven stages form one continuous descent through the Ruined Chapel and Burial Crypts instead of repeating seven Daily layouts. These targets measure active dungeon progress, not time spent reading loot, changing equipment or assigning points.

Weekly rooms grow denser as the journey descends. A regional boss guards the Chapel descent, and the final crypt stage ends at the Hollow Throne. The architecture and enemy faction can change between regions, while health, resources, carried loot and cleared rooms persist across every stair transition.

Solo and party players use the same challenge identity. Eligible completions are compared through a score combining successful completion, enemies killed, actual damage dealt and elapsed time. Failed attempts do not submit a completion score.

How a Floor Flows

Each floor has a main progression route plus optional side branches. The first room of the first floor is safe and has one doorway leading into the dungeon; later stair rooms are not guaranteed safe. Rooms vary in size, and adjacency does not automatically create a connection. Visible arches, doors and corridors communicate the actual route.

Entering a room reveals it on the map and activates its encounter. Stairs connect persistent floor states, so returning upward does not respawn a defeated group or replay its death animation. The final sanctum remains blocked until its guardians are defeated and extraction becomes available.

Current Environments

I

Ruined Chapel

A processional main route passes through a narthex, ruined nave, transept and chancel before descending into burial spaces. Side chapels, vestries and galleries create optional fights among broken pews, altars, candles and worn ecclesiastical stone.

II

Burial Crypts

Dense tomb architecture narrows sight lines and changes the shape of combat. Sarcophagi, burial shelves and arched masonry turn chambers into lanes and pockets instead of repeating the open chapel floor plan.

III

Forsaken Gaol

Folded cell-block routes use barred recesses, cots, workbenches, supplies, drains and raised portcullis doors. The geometry creates a prison identity before decoration is considered.

Burial Crypts, in the rooms

Crypt floors use the same kinds of rooms they already had: a landing, a short processional hall, a wide ossuary, a long gallery, side tombs and a sanctum. The grammar is what changed. The processional hall and the long gallery keep two doors. They are the tight halls. Side vaults are twelve units wide and end in a single door. Extra connections do not reopen a tomb into a loop.

The ossuary stays the wide chamber, twenty by twenty-eight. Fights in it stand along the niche walls, leaving the aisle. In a sealed vault the bodies stand off the doorway, toward the far coffins. Low bone piles sit in those rooms. The galleries stay clear except for candles, so the hall itself is the fight. Chapel naves and gaol cell blocks are not rebuilt to match this. A Daily that rolls Chapel or Gaol still uses those packs.

Enemy Factions

Environment and enemy faction are selected independently. A Ruined Chapel does not always contain cultists, and a Crypt is not restricted to undead. This allows the same architecture to produce different combat pressure without disguising a repeated room layout as a new theme.

Ashen Covenant

Penitents, heavy Sextons and Cantor specialists combine close pressure with support behavior.

Restless Dead

Risen Thralls, Ossuary Guards, Bone Cantors and Grave Archers add a ranged threat to the roster.

The Ironbound

Chain Ravagers, Iron Wardens and Cinder Hexers form a harsher armored faction with melee, slam and spell roles.

The Pitborn

Imps, Horned Maulers, Hellcallers and Spitfires. A melee body, a heavy, a specialist and a ranged attacker, not a chapel roster with a new coat.

The Warren

Goblin Skirmishers, Crushers, Shamans and Slingers. The sling is the ranged threat. The crusher is the heavy in the pack.

Bugs

Brood Skitterers, Carapace Brutes, Swarm Callers and Barb Spitters. They use the same role slots as the other factions: a common body, a heavy, a specialist and a shot.

Larger packs outside the opening rooms can include one Bulwark. That body has more health, hits softer than a brute, and shoves at short range. It is not its own faction, and it does not appear in the floor's terminal room. Ash Archers, Grave Archers and the other ranged bodies are the faction's ranged slot when that roster has one.

Readable Randomness

Generation is constrained by rules rather than being unrestricted noise. Doorways must connect walkable space, props must preserve navigation, encounters are bounded by room area and route depth, and theme-specific architecture is selected before decorative clutter. The goal is a dungeon that changes each challenge while still feeling intentionally built.