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.