--Used Gemini to help with the english
Core Vision: To create a dungeon experience where exploration, social politics, and grouping are more and less zerging or speed-running.
Entry: The "Ghost" Entrance
Instant Collapse: The moment 1 player enters, the entrance Locks for X time
The Key: A guard at the door is a clue that there is an open entrance Killing it gives you the key.
The Mirror Gate: Two separate solo paths merge at the entrance to Floor 2.
The Duel or the Deal: You enter a campfire room where one could wait for a chance to group up for a boss or duel someone else who is in the dungeon.Floor 2 is balanced for 2 players.
There is no "Bonfire" safety here
Similar exit system as the big dungeon
Few different exists to choose from (Maybe also needing Key)
Core Vision: To create a dungeon experience where exploration, social politics, and grouping are more and less zerging or speed-running.
1. Discovery & The "Scout" Phase
- Rotating Entrances: Several entrances exist, but only 1 or 2 are active at any time.
- The Key-Bearer: Active entrances are guarded by elite mobs. Defeating them drops a Dungeon Key.
- The Scouting Window: Once looted, the entrance stays open for X minutes. This allows a solo scout to find the door, clear the guards, and call their team across the map.
- The Collapse: To prevent massive clans from dominating, each entrance collapses and closes once 5 players pass through it.
2. Navigation: The "Slow Crawl"
- Reduced Movement: Players are forced into a walk or a heavily reduced sprint. This prevents "skipping" mobs and forces players to clear the path.
- The Echo (Audio Scouting): Because movement is slow and the atmosphere is heavy, sound is amplified.
- Large groups (4-5 players) clank and stomp loudly, audible through walls.
- Solo players or duos can move more quietly, allowing them to hide or ambush larger groups.
3. The Descent: Social Dynamics
The dungeon is split into two layers. While you enter as a 5-man squad, you may finish as part of a 10-man raid.- The Neutral Haven (The Bonfire): Between Floor 1 and Floor 2 lies a small safe zone.
It features a campfire.
PvP is discouraged here, a Non aggressive mob is present that attacks criminals
creating a "truce" or grouping zone. but still a possibility to fight is there - Expanding Capacity: The gate to Floor 2 allows up to 10 players to pass before it seals.
- Forced Diplomacy: Floor 2 is balanced for 8-10 players. Two rival 5-man groups that met at the campfire must decide: Do we fight and likely die to the Floor 2 boss, or do we form an uneasy alliance to share the loot?
4. The Extraction: Risk & Reward
Getting the loot is only half the battle. You still have to get it out of the dungeon and back to a town.
Similar to walking with a relic to reliquary some loot would have to be Carried by a player to a town / camp for reward- Cursed & Heavy Loot: The best treasures are "Cursed." Carrying them may further reduce your speed, disable certain abilities , making you a target for other players.
- Randomized Exits: To prevent "Exit Camping," there are multiple exits scattered around the dungeon.
- Exit Keys: You must find specific keys (dropped by mobs or found in chests) to unlock an exit. You won't know which exit you will leave from untill you find a key to open one of the exists, ensuring that every "escape" is a gamble.
Summary of the Experience
Stage Primary Mechanic The Goal The Surface Scouting / Travel Find the active door and get the key. Floor 1 The Echo Navigate the slow-walk zone beat the first boss and see if you can group up at the fire. The Haven The Bonfire Possibility to meet players to group up with Floor 2 Heavy Combat Defeat the boss and secure "Cursed Loot." (Similar to carrying a Relic) Extraction Random Exits Find a key and escape without being intercepted.
- The Neutral Haven (The Bonfire): Between Floor 1 and Floor 2 lies a small safe zone.
Entry: The "Ghost" Entrance
Instant Collapse: The moment 1 player enters, the entrance Locks for X time
The Key: A guard at the door is a clue that there is an open entrance Killing it gives you the key.
The Mirror Gate: Two separate solo paths merge at the entrance to Floor 2.
The Duel or the Deal: You enter a campfire room where one could wait for a chance to group up for a boss or duel someone else who is in the dungeon.Floor 2 is balanced for 2 players.
There is no "Bonfire" safety here
Similar exit system as the big dungeon
Few different exists to choose from (Maybe also needing Key)
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