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Dungeons

Complete escalating guild dungeon rooms, collect personal round rewards and create approved community levels with the player level editor.

NovaRaiderTeam

NovaRaiderTeam

· Dungeons

Dungeons

What Dungeons Are

Dungeons are escalating cooperative rooms assembled from approved community levels. The rewarded mode is launched through a guild's Dungeon Portal. Each room has a spawn point, an exit position, walls, optional bonuses and ordered monster groups. The team clears one group at a time; the exit portal appears only after the final group is defeated.

Charging the Dungeon Portal

The Dungeon Portal is a Guild building. Guild members charge it by firing at it: the building converts carried Crystal, Plutonium, Deuterium and Iridium into portal health until it is full. The gate appears when the charge is complete and disappears again when the portal becomes unavailable, changes map state or enters cooldown.

RequirementWhat it means for players
Same guildOnly members of the guild that owns the portal can charge it or enter its lobby.
Charged portalThe portal must be completely filled before the entrance gate appears.
Dungeon permissionThe member who starts the run needs the Dungeon role permission.
Lobby capacityThe portal building's capacity limits how many players can gather for the run.
Guild cooldownStarting the first room begins a four-hour guild cooldown and drains the portal for the next run.

Lobby and Start

Entering the gate opens a guild lobby with a shop and a start gate. Members can join the existing lobby until its capacity is reached. The players present when the authorized starter launches the run become the participants for that attempt, so everyone should enter before the first room is started.

The game secures each transition while the next approved level is loaded. After the loading delay, participants are teleported to the level's spawn point with all weapon and equipment cooldowns ready and a brief protection period. The dungeon uses the player's equipped ship, Weapons and Shields in a temporary level layer; leaving level maps clears that temporary layer and returns the normal loadout.

Room and Wave Flow

StepWhat happens
EntryThe team appears on the creator's spawn cell with five seconds of protection.
First waveThe first non-empty monster group is created from the level data.
Wave clearThe next group starts only when every enemy in the current group is dead.
Breathing windowParticipants receive three seconds of protection between waves.
Room clearDefeating the last group completes the room and creates the exit portal.
ContinueSurviving participants collect their private rewards, then use the portal to load another random approved room.

The current room number raises difficulty. Monster Attack and Health scale by 1.2 for each successive round. Monsters designed around one-point health use a limited health multiplier so that their special behavior remains playable. Boss sprites keep their boss identity, while regular and boss enemies can use the weapons, shields, movement rules and special behaviors chosen by the level creator.

Monsters and Encounter Rules

A community level can configure Attack, Health, CPU, Dodge, Critical, Propulsion, Range and Precision. Each monster can carry several Weapons and Shields, with its own cooldown and probability of use. Movement options include random movement, straight movement, retreating, advancing, permanent movement, adjacent pressure and fixed horizontal or vertical routes.

Attack behavior can use direct offensive targeting or replica-style retaliation. Health behavior can use normal life or a one-hit-at-a-time rule. Creators can also add global attacks, poison puddles, boss/child setups and ordered wave groups. These options are why two rooms using the same monster sprite can play very differently.

Dungeon Bonuses

BonusEffect
Damage bonusGrants a temporary damage increase for the room.
Life bonusRestores or reinforces the collecting player's life.
Ammunition bonusRefills ammunition for equipped weapons and equipment.
Exit portalAppears after the final wave and loads the next room.

Rewards

Rewarded rooms retain normal monster rewards: enemies can drop loot, Gems, Squadron recruits and shared Experience. Boss-type monsters use their stronger configured gem reward behavior.

At the end of each cleared room, every living participant receives private pickups. Before temporary multipliers, round N awards:

RewardBase amount for round NUse
Main research time600 × N secondsReduces the current main Research.
Uranium9,000 × NFunds ships, equipment, ammunition and other upgrades.
Guild Points200 × NSupports guild buildings, slots and collective progression.
AmmunitionPersonal refill pickupKeeps limited-ammunition builds running in later rooms.

The matching Weekend Event can multiply the three numeric room rewards. The first rewarded dungeon of the day can also interact with Daily Streaks. Pickups remain temporarily on the map, so collect them before entering the next portal.

Team Preparation

A dungeon run rewards a balanced team more than scattered movement. Bring loaded weapons, survival equipment and enough range to handle layouts with walls. Stay close enough for support effects without stacking every player on the same area attack. Save long cooldowns for dangerous waves and use the protection window to regroup instead of rushing into the next spawn.

Dead players do not receive the living-participant room pickups. When the team can no longer continue, leaving the level returns players to normal maps and clears the temporary dungeon loadout layer.

Creating a Community Level

The level editor unlocks at player level 30. A creator chooses a map size and galaxy background, then places the required spawn point and finish point. Walls shape movement, bonuses create recovery opportunities, and monster groups define the wave order.

Editor toolPlayer-facing use
BackgroundSelects the galaxy-style background used by the room.
MonsterPlaces an enemy on a cell.
BonusPlaces damage, life or ammunition pickups.
WallBlocks a cell and shapes routes or line of sight.
StartSets where dungeon participants appear.
FinishSets where the portal appears after the room is cleared.
DuplicateCopies a configured monster to additional cells.
EditChanges a monster's statistics, equipment and behavior.
EraseRemoves a placed object.
SaveStores the current draft so it can be continued later.

Testing, Submission and Moderation

A draft must be tested in game. Test runs use the editor's fixed test difficulty, provide no rewards and have an eight-minute limit. The creator must clear the level and pass through the finish portal to prove that the submitted version is completable.

Submitted levels can be pending validation, returned with requested changes or approved. Moderators check that the room works, that its difficulty is suitable for the general dungeon pool and that the requested changes were applied. Approved levels become eligible for random rewarded runs.

Players can report a rewarded community room for excessive difficulty, trivial difficulty, a blocking inconsistency, a possible exploit or another clear problem. Reports are attached to the level so moderation can review the exact room rather than a generic dungeon category.

Designing a Fair Room

Use wave groups to make pressure readable. Give players enough space to react to large effects, verify that walls do not trap the spawn or finish point, and test the route with the same behaviors that will run in the official pool. A hard room is acceptable; an impossible path, unavoidable spawn kill or opaque mechanic is not.

Related Articles

Guilds, Membership and Roles, Headquarters and Buildings, Groups, Weapons, Shields, Monsters and NPCs, Squadrons, Researches, Resources and Currencies, Weekend Events.