games.place network
dungeons.place

Open world collection dungeon crawler with progressive stakes. Roblox addiction loops meet Wynncraft depth meet extraction tension. For Minecraft All Platforms.

LaunchJune 2, 2026
PlatformPaper 1.21.x
TargetCross platform
Audience13-17 / 18-22
The gap
Addictive but throwaway
Roblox collection games
Grow a Garden, Steal a Brainrot. Millions of players chasing rare items. Super fun for a day. Then you forget it exists. Nothing matters.
Deep but slow
Wynncraft
The best RPG in Minecraft. Incredible world. But it takes hours before it gets good. Most new players leave before the hook lands.
The answer
dungeons.place
A shared open world with strongholds to raid and instanced dungeons where the stakes are real. Nobody's done this on Java yet. (Theme TBD — placeholder while chassis is locked.)
The world
The surface
A shared open world where every player roams together. Strongholds are scattered across the map at fixed locations, each with a difficulty level. They're guarded by mobs — you have to fight your way through to reach the dungeon portal inside. Not all strongholds are active at the same time. Which ones are open may rotate.
The underground
Beneath the surface is a massive cave system roughly the same size as the world above. Multiple entrances — you just walk down. Dungeon portals are hidden down here too. The underground is its own layer of exploration.
The open world is shared by everyone. You see other players, you run into people heading to the same stronghold, you watch someone come out of a portal carrying a Legendary. But the moment you step through a dungeon portal, you're in your own private instance. The world is social. The dungeon run is personal.
How you play
1
Explore the world
Roam the surface. Find strongholds. Discover cave entrances to the underground. See other players doing the same thing.
2
Fight into a stronghold
Strongholds are guarded by mobs. Clear them out to reach the dungeon portal inside. Harder strongholds, better dungeons.
3
Enter the dungeon
Step through the portal. Now you're in your own private instance. Custom mobs. Shuffled rooms. Every run feels different.
4
Grab everything you can
Rare items. Set pieces. Lore fragments. Fill your collection.
5
Get out alive
Die and you lose what you found. Your permanent collection is safe forever. Extract and you're back in the shared world with your loot.
6
Show off and go again
Build your museum. Salvage duplicates into Dust. Find the next stronghold. You know you want to.
Your items live in three places
What you're carrying
The items in your hands right now, inside the dungeon. These are at risk. If you die on medium or hard, they're gone.
Your collection book
Every item you've ever successfully extracted is recorded here. This never goes away. Even if you lose the item later, your book still shows you found it.
Your museum
Your personal room where you display trophies and rare items on stands and frames. This is your flex. Other players can visit and see what you've collected.
Difficulty — the ski slope
Bunny slope
Easy
No risk at all. If you die, you respawn in the room and keep everything. Just have fun.
Common + Uncommon drops
Great for learning. Great for TikTok clips. Zero stress.
Intermediate
Medium
Now it gets real. Die and you lose what you picked up during that run. Items you walked in with are safe. You can buy lost items back.
All rarities. Better rates.
This is where most players live. Stakes feel real but fair.
Expert
Hard
Die and you lose everything — even the gear you brought with you. Disconnect? Same thing. No mercy.
Best drop rates. Exclusive Legendaries.
For players who want to feel their heartbeat. Post-launch.
How you unlock harder dungeons
You level up by playing — killing mobs, opening chests, and extracting. You also build your collection by extracting items. Both matter. You need a certain level AND a certain number of items to unlock the next difficulty. Once unlocked, it stays unlocked forever.
DifficultyLevel neededItems needed
Easy
None
None
Medium
Level 5 (about 3 easy runs)
15 different items collected
Hard
Level 15 (about 15-25 runs)
1 complete set (all 5 pieces)
What makes this game work
The world
Shared open map
A surface with strongholds and a massive underground cave system. Everyone roams together. You see other players, you watch them head into dungeons, you bump into people at stronghold gates. The world is alive.
The product
Collecting
Items come in themed sets of 5 pieces. Complete a set and you get a special perk and a title. No stats on individual items — the reward is finishing the set. This is why you keep playing.
The flex
Your museum
Every player gets a personal room to display their best items. Trophies on stands. Rare items on frames. Other players visit with /visit. Your museum IS your reputation.
The content
Custom mobs
Not regular Minecraft zombies. Totally custom creatures with their own models, voices, and silhouettes. (Specific mob designs TBD.) These are the clips people share.
Item sets
Four item sets — three main themes plus a rare clue layer. All set names, theme names, boss names, item names, and lore are placeholder right now while the chassis is being locked. Mechanics are real.
Set 1
5 pieces. The starter set. Easiest to complete. Drops from theme 1 rooms.
Set perk [TBD]
One passive bonus. Items glow [TBD].
Set 2
5 pieces. Drops from theme 2 rooms.
Set perk [TBD]
One passive bonus. Items glow [TBD].
Set 3
5 pieces. Drops from theme 3 rooms.
Set perk [TBD]
One passive bonus. Items glow [TBD].
+ Rare clue layer: Set 4
5 pieces that don't belong to any of the three main themes. Not a fourth full biome — these surface as rare drops scattered through the dungeon and concentrate in Room 25.
Set perk [TBD]
One passive bonus. Items glow [TBD].
Each set has 5 items — one for each armor slot plus a weapon. You need all 5 equipped to activate the perk. Lose one and the perk turns off until you get it back. But the title stays forever once earned. No half-set bonuses — it's all or nothing, which makes that last piece feel incredible to find.
Your collection
/collection
Shows every set as a grid. Items you've found glow. Missing items show as dark silhouettes. See your completion percentage. Tap an item to read its lore. Anyone can check anyone else's collection too.
World displays
Trophy wall at the spawn area shows the top 10 collectors. A live "last secured" sign shows who just extracted a Legendary. Everyone in the world can see the drops are real.
When you find something rare
Find a Rare or Legendary and your screen lights up — gold or purple title text, a burst of particles, and a sound effect that gets louder with rarity. But nobody else knows yet. The server-wide announcement only goes out after you successfully extract. You pop back into the shared world, the whole server sees the announcement, and everyone near you knows what you just pulled out of that dungeon. If you die with it, that pain is private.
Duplicate items aren't useless
Already found a duplicate item? The next one you find can be salvaged into Dust. Dust is a free currency that buys museum upgrades, buyback tokens, and insurance. Every single drop has a purpose — nothing feels wasted, even after you've filled your collection.
Stuck on the last piece? Craft it.
If RNG won't give you that one missing item, sacrifice 3 duplicates of the same rarity plus some Gems and pick exactly which item you want. No more grinding 40 runs hoping for one specific drop.
Give up+ GemsYou choose
3 Common duplicates
25
Any Common you're missing
3 Uncommon duplicates
50
Any Uncommon you're missing
10 Commons
50
Any Uncommon you're missing
3 Rare duplicates
100
Any Rare you're missing
5 Rares
150
Any Legendary you're missing
No trading at launch
Trading sounds fun but it creates problems fast — real-money scammers, price manipulation, kids getting ripped off. The flex isn't selling your rare item. The flex is having it when other people don't. We'll consider trading later if players really want it.
Drop rates
RarityRateWhereExamplesHow it feels
Common
60%
Chests + mobs
[Common item TBD]
You need these for sets and Dust
Uncommon
30%
Chests + mobs
[Uncommon item TBD]
Nice. Worth running it again.
Rare
8%
Chests only
[Rare item TBD]
Your friends are going to be jealous.
Legendary
2%
Boss room only
[Legendary item TBD]
Screenshot it. Nobody will believe you.
Buying back lost items
What you lostCost to get it back
Common
30 Gems
Uncommon
40 Gems
Rare
60 Gems
Legendary
80 Gems
You die, you get a popup offering to buy your items back. You have 5 minutes. Lose 3+ items at once and you get 20% off the bundle. Set Insurance costs 100 Gems before entering Hard mode — if you die, one full set's worth of items comes back automatically. Buying back a new item you haven't extracted before still counts for your collection.
Team
T
Truman
Game design, ops, marketing
J
Jorge + Keystone Builds
Build team — rooms, dungeons, resource pack
R
rb2750
Developer
P
Potters
Developer
S
superchache39
Tester / dev
R
Robbie
Creative lead
Roadmap to June 2
Week 1-4
Build
Mar 28 - Apr 25
Week 5-6
Integrate
Apr 26 - May 9
Week 7-10
Test + ship
May 10 - Jun 2
Build — everyone works at the same time
Jorge's team: Open world map (surface + underground cave system), stronghold builds with mob placements, 25 modular dungeon rooms (3 themes + 1 rare clue layer over one stone shell), 3 boss arenas, extraction area, custom mob models, furniture
rb2750 + Potters: Collection system, stash, XP leveling, set perk detection, the rare drop moment (screen effects + sounds + announcements on extraction), MythicMobs scripts for the 3 bosses (2 verbs each)
Robbie: Lore + naming for all 20 items across 4 sets, set names, theme names, boss names, room names. (Currently placeholder.)
Truman: Economy balance, drop rate tuning, mob behavior configs, player interviews for validation
Integrate — the trickiest part
Dungeon builder: Stronghold portals on the shared world map connected to the instancing system that builds a new dungeon each run
Custom mobs: Mob behavior configs matched to Jorge's models, placed in each room
Network: Velocity proxy connecting mc.games.place hub to the dungeons.place shared world. Stronghold portal system triggering dungeon instances. Disconnect and extraction handling.
Death + buyback: Everything that happens when you die — losing items, showing the buyback offer, handling disconnects
Test + ship
Week 7-8: Real players test the game. Watching for: do they requeue after dying? Do they open /collection? Do they come back the next day?
Week 8-9: Adjust everything — drop rates, mob difficulty, buyback pricing, how long runs take (targeting 8-12 minutes)
Week 9: Submit to server lists, launch Discord, record TikTok content (rare extractions, mob fights, museum tours)
Week 10: Final fixes. Launch June 2.
How it makes money
The rule: We never sell an advantage over other players — there's nobody to fight. Everything you can buy is about saving time, looking cool, or getting more storage. Gems already exist on the games.place network. We launch with only what new players need and add more as the community grows.
Launch — June 2
Buyback tokens. Spend Gems to recover items you lost when you died. The Dust system gives free players a way to earn these too.
Cosmetics. Starter pack with an armor skin, a title, and your first furniture set. Premium museum pieces.
More storage. Free players get 54 slots. Paid players can expand to 5 pages.
Goal: get a player to spend their first dollar.
July
Daily run limits + keys. Free runs every day. Want more? Buy keys.
VIP membership. Monthly Gems, bonus keys, faster leveling, bigger museum, exclusive furniture.
Dungeon pass. A new dungeon with exclusive items and furniture. Free and paid tracks.
Goal: turn one-time buyers into repeat spenders.
August and beyond
Seasonal pass. New dungeon each season with exclusive sets. Miss it and there's a gap in your collection forever.
Player trading. Buy and sell items with a small Gems fee on each trade.
Targeted offers. 90% done with a set? Here's a pack to finish it. Cosmetic glow variants of items you already own.
Goal: keep invested players spending as the game deepens.
Long-term: Full 9-tier monetization as the game grows into a multi-dungeon network product. Built on existing infrastructure — Gems, MythicMobs, SlimeWorldManager, Tebex.
The network
mc.games.place-> dungeons.placeparkour.placelofts.placesurvival.placeislands.place
What success looks like
Launch day
One dungeon works. Extraction works. Collection works. Nothing is broken.
Week 1
50+ people have played and extracted at least once
Week 2
20+ players came back for a second session
Month 1
100+ Discord members. Players are buying back items after dying. /collection is opened multiple times per session.
Month 2
Second dungeon ships. 200+ unique players. Over 30% of players who complete a set used crafting.
How players find us
Server lists
Join through mc.games.place hub or connect directly to dungeons.place. Listed on PlanetMinecraft and all major MC server lists. Players land in the shared world and start exploring immediately.
Content
TikTok and YouTube Shorts. Rare extraction clips, stronghold raids, custom mob fights, museum tours, running into other players in the open world. The "secured" announcement is literally designed to be screen-recorded.
Community
games.place Discord. Network banner with every gamemode scrolling past a static ".place". Each game can be promoted on its own.
If we run out of time, cut in this order
1
Fewer dungeon rooms — 25 down to 12. Fewer active strongholds at launch.
2
Easy + Medium only — add Hard after launch
3
Skip the furniture store — keep the trophy display
4
Skip crafting — add it when players have enough duplicates to need it
Never cut: the collection system, custom mobs, and the museum. That's the game.
Build Spec for Jorge @ Keystone Builds
Room Catalog .25

25 modular dungeon rooms with standardized dimensions that snap together procedurally. Every run assembles 8-12 rooms from this pool. Every run feels different.

Rooms25 total
Per run8-12 rooms
Run time12-18 min
Budget$750
Dimension Standard
TypeSizeCeilingConnections
Entry23x2320-241 exit (bottom of spiral)
Extraction17x17101 entry
Standard23x2310Up to 4 (N/S/E/W)
Extended35x23102 (short walls only)
Corridor23x1182 (opposite ends)
Boss Arena35x35161 entry, 1 exit
Every doorway is 5 blocks wide, 4 blocks tall, centered on the wall. A 5-block-deep transition hallway bridges between rooms (built by the dungeon builder, not part of the room). Jorge builds rooms with flat walls at connection points.
Schematic key
Every room belongs to one of three themes (theme 1 / theme 2 / theme 3) plus a rare clue layer (theme 4). Theme names, set names, boss names, and lore are placeholder right now while the chassis is being locked. Mechanics are real.
MMelee mob spawn
RRanged mob spawn
EMini-elite / champion
CChest
Doorway (5 wide, centered)
Trigger tile / trap zone
Safe zone / cover
Hazard field (lava / void / poison)
Water / flooded tile
1Feature / interactable
Every schematic is 1 unit = 1 Minecraft block, top-down, north at top. Gridlines show the underlying block grid. Walls are drawn half a block thick. Dotted sage arrows indicate wave spawn order. Geometry, doorway positions, and spawn markers match the build contract — only props, mob skins, particles, and display names change between themes.
Run Structure
Entry 6-10 middle rooms Boss (1 of 3) Extraction
Pacing rule: Never 3 combat rooms in a row. After every 2 combat rooms, insert a corridor, trap, or loot room.
Difficulty scaling: Room builds stay the same. Difficulty is controlled by mob configs and trap damage values. Later rooms escalate mob count and aggression. Helldivers-style density.
Fixed rooms (always present)
01
Room 1
23x23 x 20-24h
Entry 1 exit
function
entry
theme
neutral
gimmick
5-6 full spiral turns descend into the dungeon. The sky overhead shrinks to a pinhole. A save-point stone at the top shows the tier color (green/gold/red). One supply chest waits at the bottom.
drops
supply only — torch, bread
NSWE open shaft sky above ↑ runestone difficulty tier spiral stair 5-6 turns down supply chest torch + bread
Room 1 · 23×23 × 20-24h · entry / neutral / spiral down with sky shrinking overhead / supply only
By the bottom the sky is a pinhole. By the next room you forget there was one.
02
Room 2
17x17 x 10h
Extraction 1 entry
function
extraction
theme
neutral
gimmick
Stand on the central rune disc to extract. Easy/Medium: 5 sec. Hard: 10 sec. Progress ring fills around your screen. Step off and it resets.
drops
— (you keep what you brought)
STAND NSWE
Room 2 · 17×17 × 10h · extraction / neutral / stand on the disc until the ring fills / —
The server-wide announcement fires the second the ring closes. This is the screenshot moment.
Combat rooms (8)
03
Room 3
23x23
Standard Common Set 1 2-4 connections
function
combat
theme
theme 1
gimmick
Floor littered with debris. 2-4 mobs reactivate from the four spawn points in the corners. Kill all to unlock the exits. One chest spawns after the room clears. Faint audio cue before each wave.
drops
Set 1
SPAWNSPAWN SPAWNSPAWN M1 M2 M3 C1 NSWE
Room 3 · 23×23 · combat / theme 1 / 4 spawn points at corners, debris cover / Set 1
First fight most players ever see. Teaches "clear room, get chest."
04
Room 4
23x23
Standard Common 2-3 connections
function
combat
theme
theme 2
gimmick
A hall with soft barriers tangled across the floor. Barriers are 1-block tall — jumpable but slow you down. 4 slow tanky mobs. Ceiling features cast ambient light.
drops
Set 2
M1 M2 M3 M4 C1 NSWE
Room 4 · 23×23 · combat / theme 2 / soft barriers slow you, ceiling features cast ambient light / Set 2
A different texture than Boneyard. Patience, not speed. The soft barriers move when no one's touching them.
05
Room 5
23x23
Standard Common Set 2 2-3 connections
function
combat
theme
theme 2
gimmick
Knee-deep liquid covers the entire floor 1 block deep. Player gets Slowness I while wading. 4 mobs are immune. Platforms jut from the liquid at angles — stand on them to fight clean.
drops
Set 2
M1 M2 M3 M4 C1 NSWE
Room 5 · 23×23 · combat / theme 2 / floor flooded with liquid (Slowness I), platforms as platforms / Set 2
Environmental disadvantage. The room fights you even without the mobs.
06
Room 6
23x23
Standard Medium 2-4 connections
function
combat
theme
theme 2
gimmick
3 waves spawn around a circular iron-grated arena. Lava glows beneath the grating. 4 wall alcoves between the doorways. Wave 1: 3 melee mobs. Wave 2: 2 ranged in upper alcoves. Wave 3: 1 mini-elite. 2 chests after clear (one on grating, one in an elevated alcove).
drops
Set 2
NSWE M1 M2 M3 R1 R2 E1 C1 C2
Room 6 · 23×23 · combat / theme 2 / circular iron grating, lava beneath, 4 wall alcoves, 3 waves / Set 2
Escalation. Each wave teaches you the room has layers.
07
Room 7
23x23
Standard Medium Set 3 2-3 connections
function
combat
theme
theme 3
gimmick
Walls flicker between two states. 4 phasing mobs flicker in and out of visibility (Invisibility on/off every 3 sec). When one dies it leaves a damage scar on the floor that damages you if you stand on it 2+ sec.
drops
Set 3
SCARSCAR M1 M2 M3 M4 C1 NSWE
Room 7 · 23×23 · combat / theme 3 / phasing mobs phase, damage scars after each kill / Set 3
The ground becomes more dangerous the more you win. The walls remember the last player who tried this.
08
Room 8
35x23
Extended Medium 2 connections
function
combat
theme
theme 3
gimmick
A long hall. Pillars line both long walls. Iron bars drop behind you as you cross each trigger line — you can't backtrack. 8 mobs wait in 3 zones. No chests; loot drops from kills.
drops
Set 3
ZONE 1ZONE 2ZONE 3 BARS↓BARS↓ M1 M2 M3 M4 M5 M6 M7 M8 NSWE
Room 8 · 35×23 Extended · combat / theme 3 / iron bars drop behind you, 3 zones, 8 mobs / Set 3
Forward pressure. You're being funneled forward.
09
Room 9
23x23
Standard Medium Set 1 3-4 connections
function
combat
theme
theme 1
gimmick
A room with features built into the walls. Three elite mobs wander between them and buff each other when close — each elite near another gets +20% damage. Separate them. Guaranteed Set 1 drop from the chest.
drops
Set 1
123 A1 A2 A3 C1 NSWE
Room 9 · 23×23 · combat / theme 1 / 3 elite mobs wind each other up in overlapping radius / Set 1
All the features are playing the same tune. None of them are in time with each other.
10
Room 10
23x23
Standard Legendary ~30% of runs 2 connections
function
combat (rare ~30% of runs)
theme
theme 2
gimmick
Gold-trimmed walls and a stage. A chest sits center-stage, locked. One Champion mob (unique model, high HP, charge + ground slam) appears when you enter. Kill it to unwrap 2-3 items. Guaranteed Rare on Medium, 15% Legendary on Hard.
drops
Set 2 (Rare/Legendary boosted)
RAISED PLATFORM C1★ E1 CHAMPION NSWE
Room 10 · 23×23 · combat / theme 2 / Champion mob guards a chest on the platform / Set 2 (boosted)
The "oh shit" room. You see the stage and you know it's either your best moment or your worst. The Champion mob was always smiling.
Corridors (4)
11
Room 11
23x11
Corridor No threat
function
corridor
theme
neutral
gimmick
A plain hallway. No enemies, no traps. Scattered decor changes per build: scattered debris, a piece of debris, a discarded prop. One drip from the ceiling. Pure pacing breath.
drops
rubble crack cobweb drip NSWE
Room 11 · 23×11 Corridor · corridor / neutral / pure connector, scattered theme 2 debris / —
Breath. After a combat room, this is the exhale. The drip is the only sound.
12
Room 12
23x11
Corridor Common
function
corridor
theme
theme 1
gimmick
The walls bulge inward in the middle, pinching the path to 3 blocks wide. 2 mobs drop from the ceiling when you're in the pinch. Can't dodge sideways. A small chest hides in a wall alcove just past the squeeze.
drops
Set 1 (small)
3 WIDE M1 M2 AMBUSH TRIGGER C1 hidden alcove NSWE
Room 12 · 23×11 Corridor · corridor / theme 1 / wall bulges pinch to 3 wide, ambush mobs drop from ceiling / Set 1 (small)
Jump scare pacing. The tight space is inherently uncomfortable. The mobs land before you hear them.
13
Room 13
23x11
Corridor Common
function
corridor
theme
theme 3
gimmick
A narrow stone bridge across a chasm. 3 blocks wide. 3 missing tiles you have to jump. One ranged mob shoots at you from the far side. Fall = 6-block drop to a ledge, climb back up. No loot — the reward is not dying.
drops
— (no chest)
JUMPJUMPJUMP bridge (3 wide) CHASM — 6-block drop to ledge R1 NSWE
Room 13 · 23×11 Corridor · corridor / theme 3 / 3-wide bridge over pixel void, 3 jumps, archer on far side / —
Vertigo. Easy jumps on paper. Terrifying when you're carrying a Rare. The void underneath is humming.
14
Room 14
23x23
Standard (hub) No threat 4 connections
function
hub (4 doors)
theme
theme 2
gimmick
A round room with a giant central fountain in the center. No enemies. Stand near the bowl 3 sec to regen 2 hearts (once per visit). A rare Set 4 clue is glued to the bowl's underside. Builder uses this when the path needs to branch.
drops
Set 4 (rare clue, hidden)
REGEN +2♥ fountain ! NSWE
Room 14 · 23×23 Hub · hub / theme 2 / fountain regens 2♥, Set 4 clue glued underneath, 4 doors / Set 4 (rare)
Safety. Orientation. Players remember this room as a landmark. "I was at the fountain when…"
Trap rooms (3)
15
Room 15
23x23
Standard Common 2-3 connections
function
trap
theme
theme 3
gimmick
A gallery with display pedestals. Trigger tiles on the floor fire darts from ceiling dispensers (1-2♥ Easy, 3-4♥ Hard). Pattern is learnable — every other light tile is safe. Skilled players sprint-jump through. Reckless players eat 3-4 volleys. A chest on the far side.
drops
Set 3
DISPENSERS ↓ (ceiling) safe path C1 NSWE
Room 15 · 23×23 · trap / theme 3 / checker floor, dispensers fire from ceiling, safe path is every other tile / Set 3
Puzzle-lite. The dart sound becomes a Pavlovian trigger for "wrong tile." The loot crinkles in your inventory.
16
Room 16
23x23
Standard Medium 2 connections
function
trap
theme
theme 3
gimmick
Floor tiles drop away on a 5-sec cycle (6-block fall, 2-3♥ pit). Tiles light up for 2 sec before they drop. 2 mobs patrol. The safe platform in the center is always safe.
drops
Set 3
SAFE STRIP (N) SAFE STRIP (S) SAFE DROP (5s cycle) DROP (5s cycle) M1 M2 C1 NSWE
Room 16 · 23×23 · trap / theme 3 / drop tiles drop on a 5-sec cycle, safe platform always safe / Set 3
The floor lights up like a music game. There's no music. The 2-second warning never feels like enough.
17
Room 17
23x23
Standard Medium 2-3 connections
function
trap
theme
theme 2
gimmick
The whole room is choked in poison haze. Outside the blue safe zones (3×3 each) you tick Poison I every 2 sec. 4 mobs are immune. Hop between markers. Antidote chest (milk bucket) near the exit.
drops
Set 2
SAFESAFE SAFESAFE M1 M2 M3 M4 C1 antidote NSWE
Room 17 · 23×23 · trap / theme 2 / poison haze (Poison I) outside 4 safe zones / Set 2
Environmental pressure layered on combat. The haze tastes sweet. The room is the real enemy.
Loot rooms (3)
18
Room 18
23x23
Standard Scales with difficulty ~25% of runs 2 connections
function
loot (rare ~25% of runs)
theme
theme 1
gimmick
A giant padlocked chest blocks the back half of the room. 3 chests glow inside. Kill the 2 tanky guards in front to release the locks. Higher rarity rates than normal. Jackpot room. Rare in the pool.
drops
Set 1 (boosted)
IRON GATE C1 C2 C3 G1 G2 GUARDIANS (tanky) NSWE
Room 18 · 23×23 · loot / theme 1 / kill 2 guards to unlock the giant chest, 3 chests inside / Set 1 (boosted)
Pure reward. The 3 chests glowing through the locks while you fight is the whole point. Unwrapping all three in a row is a dopamine cascade.
19
Room 19
23x23
Standard No threat 2-3 connections
function
utility
theme
theme 1
gimmick
A massive grinding wheel in the corner, still turning. Hoppers feed material into bins. No enemies. Salvage station grinds your duplicates into Dust on the spot. Dust chest always drops 15-30 Dust. Teaches the economy organically.
drops
Dust + utility
GRINDING WHEEL DUST BINS SALVAGE C1 dust chest NSWE
Room 19 · 23×23 · utility / theme 1 / grinding wheel processes duplicates into Dust, no enemies / Dust
Breather with a purpose. The gear turns even when no one's there. Players learn to look forward to this room.
20
Room 20
23x23
Standard Medium 2 connections
function
loot (gamble)
theme
theme 2
gimmick
A altar with hexagonal basin in a candlelit room. Drop one item in the basin — get a random item of equal or higher rarity (70% same, 25% +1 tier, 5% +2 tiers). Can also feed Dust (50 = Common, 150 = Uncommon). One wish per visit.
drops
Set 2 (gamble)
ALTAR sacrifice 1 item !! !! NSWE
Room 20 · 23×23 · loot / theme 2 / drop one item on the altar for a chance at +1 or +2 tier / Set 2 (gamble)
Gambling. Sacrificing something you found for a shot at something better is extraction tension in miniature. The altar never changes regardless of what you offer.
Boss arenas (3)
21
Room 21
35x35 x 16h
Boss Arena All tiers Set 1
function
boss arena
theme
theme 1
gimmick
A massive circular chamber. Boss 1 sits on a raised central platform behind a throne. Four pillars ring the platform as cover. When you enter, the throne bursts and the boss stands up.
drops
Set 1 (Legendary boosted)
P1P2 P3P4 E1 ADDADD C★ raised platform post-kill chest Boss 1 slam AoE dashed 4 pillars cover, break over 4 slams N exitS entryWE
Room 21 · 35×35 × 16h Boss Arena · boss / theme 1 / 4 pillars for cover, throne bursts on entry, N exit S entry / Set 1 (Legendary boosted)
[Boss visual TBD] — three blocks tall, oversized weapon.
Phase 1 (100-50% HP) — summon
Sweeping hammer melee (3♥ AoE in front). Summons 2 adds every 20 sec from the pillars. The pillars stay intact this phase.
Phase 2 (50-0% HP) — slam
Stops summoning. Ground slam with a 6-block radius sends shrapnel in all directions. Stand behind a pillar to block it. Each slam destroys one pillar's particles (visual only — no live block destruction). After 4 slams there is no cover left.
Guaranteed 2 items from the chest that drops where the throne stood. Boss drops 1 additional. Legendary: 2% Easy, 4% Medium, 8% Hard. Rare Set 4 clue chance: ~5%.
The classic boss. Learnable patterns, escalating pressure.
22
Room 22
35x35 x 16h
Boss Arena All tiers Set 2
function
boss arena
theme
theme 2
gimmick
A grand hall, half-flooded with liquid. Boss 2 hovers above the surface. Platforms ring the room (cover). The "water level" doesn't actually rise — the slow zones just expand and contract.
drops
Set 2 (Legendary boosted)
STAINED GLASS floating pews ALTAR C? low-tide only TIDETIDE E1 BOSS 2 N exitS entryWE
Room 22 · 35×35 × 16h Boss Arena · boss / theme 2 / slow zones (slow zones), platforms as cover, windows spawn add mobs / Set 2 (Legendary boosted)
[Boss visual TBD] — humanoid form, carries a ranged weapon, hovers above the surface instead of walking.
Phase 1 (100-50% HP) — projectile
Ranged blasts: ranged flame projectiles that arc in a 5-block AoE on landing (3♥). Fires every 4 sec. Stand behind the platforms to break line of sight.
Phase 2 (50-0% HP) — puddles
Stops firing. Spawns slow zone puddles under your feet every 5 sec — 3-block circles that apply Slowness II for 3 sec if you stand in them. Puddles never disappear (they just stop expanding). Floor becomes a minefield. Adds spawn from each shattered window (up to 4 mobs).
Guaranteed 2 items from the chest that drops where Boss 2 dies. Legendary: 2% Easy, 4% Medium, 8% Hard. Rare Set 4 clue chance: ~5%. Bonus Dust pile drops near the altar after the kill.
Environmental chaos. The slow zones change your options every 5 seconds.
23
Room 23
35x35 x 16h
Boss Arena All tiers Set 3
function
boss arena (final)
theme
theme 3
gimmick
A central platform above a chasm. Boss 3 stands at center. 6 smaller platforms surround it (static islands, do not move). Boss teleports between them in puffs of smoke. Decoy clones of him appear and disappear on a rhythm.
drops
Set 3 (Legendary boosted +2%)
CENTER PLATFORM P1P2P3 P4P5P6 E1 THE HOLLOW arena shrinks over time N exitS entryWE
Room 23 · 35×35 × 16h Boss Arena · boss / theme 3 / 6 platforms around a center platform, Boss 3 teleports + clones / Set 3 (Legendary +2%)
[Boss visual TBD] — humanoid form, the most human-shaped of the three bosses.
Phase 1 (100-50% HP) — teleport
Teleports between the 6 surrounding platforms in puffs of smoke. Only vulnerable for 5 sec after each teleport (visual cue: glow). Throws projectiles between teleports (3♥). Platforms stay static — particle effects fake them "going dark" one by one.
Phase 2 (50-0% HP) — clone
Stops teleporting. Spawns 1-3 decoy clones of himself that all attack on the same rhythm. Real Boss 3 has a faint visual tell. Clones die in one hit; the real one still dodges. Identify, commit, swing.
Guaranteed 2 items from the chest that drops on the center platform. Highest Legendary chance: 4% Easy, 6% Medium, 10% Hard (+2% bonus over the other bosses). Set 4 clue chance: ~15% (this is where he's most likely to leave one).
Hardest boss. The arena itself kills you. Space management = survival.
Special rooms (2)
24
Room 24
23x23
Standard ~10% of runs 2 connections
function
special (rare ~10% of runs)
theme
theme 3
gimmick
A perfectly symmetrical room with a central black-glass anchor on a pedestal. When you step inside, a Shadow mob spawns on the opposite side. 1v1 duel. Shadow is a fast mob with a delayed dash and sidestep — not a true mirror. Guaranteed Uncommon+ drop on win.
drops
Set 3 (Uncommon+ guaranteed)
mirror axis BLACK GLASS shadow anchor YOU SHADOW 1s delay mirror NSWE
Room 24 · 23×23 · special / theme 3 / 1v1 duel against Shadow mob (delayed dash + sidestep) / Set 3 (Uncommon+)
Nothing else in the dungeon feels like this. A skill check that rewards actual combat over gear. Shadow mob mirrors the player silhouette. Players will talk about this room.
25
Room 25
23x23
Standard ~15% of runs Set 4 2-3 connections
function
special (rare ~15% of runs)
theme
theme 4
gimmick
An office that doesn't belong in a dungeon. A desk piled with notes about the other rooms. A folding chair. A photo frame face-down. A working fireplace with embers. A glass display case with one item inside, glowing. This is the only room where Set 4 clues drop reliably. No enemies.
drops
Set 4 (1 guaranteed) + smart-targeted weakest set
DESK bookshelves ? hidden button · 25-50 Dust FIREPLACE chair C★ DISPLAY CASE smart drop: your weakest set ! NSWE
Room 25 · 23×23 · special / theme 4 / desk + display case with one targeted item + 1 guaranteed Set 4 clue / Set 4 + smart drop
The chest room. The targeted item always lands where you needed it. The notes on the desk are in the same handwriting as the menu screen.
Future room archetypes
1Puzzle room — non-combat logic puzzle. Skipped at launch because it slows runs and is polarizing.
2Ambush corridor — locks both ends, fills with mobs. Could replace Room 12 for variety.
3Minecart room — rail-based traversal with track switching. High build complexity.
4Flooding room — water rises on a timer, fight while climbing. Boss 2 boss partially covers this.
5Treasure goblin room — single fast mob that runs away with a chest. Chase it through obstacles. Great for content clips.
6Rest room / campfire — safe room with healing + crafting station. May reduce tension too much at launch.
Build notes for Jorge
Every room needs a flat 5-wide, 4-tall opening centered on each connection wall. The dungeon builder handles the hallways.
Use structure void blocks to mark mob spawn zones. The mob spawner system reads these.
Mark chest locations with a specific block underneath: gold block = normal chest, diamond block = rare chest, emerald block = boss chest.
Lighting color language: soul lanterns (blue = safe zones), regular lanterns (warm = neutral), redstone torches (red = danger). Players learn this subconsciously.
Boss arenas need 3-5 blocks of empty space around the exterior for transition hallways. Don't build decorations flush to outer walls.
All rooms saved as .nbt structure files. Origin point at center of entry doorway floor block.
dungeons.place
Dungeon Run Map

How 25 rooms connect during a run. The builder always starts at Room 1, then randomly picks one room from each pool as you go deeper. Each run is 8–12 rooms. Click any room for details.

Entry
Combat
Corridor
Trap
Loot
Boss
Special (rare)
Extraction