Recommended room progression
The current official launch description lists 8 dungeon rooms. Pre-release full-game footage confirms a sequence beginning with names transcribed as Mossy Antechamber, Moonlight Ruins, Crystal Hollows and Buried Catacombs, with later rooms including names such as Swamp Crypt and Dead King’s Sanctuary in long-form footage.Because auto-subtitles and localization disagree on spellings (for example “Moon Ruins,” “Moonlight Ruins” and similar variants), this page only treats a name as final once the live English UI confirms it.
What changes between rooms
| System | Why the room matters |
|---|---|
| Enemy health | New rooms can expose a damage bottleneck immediately |
| Coin mix | Higher-tier currencies begin appearing with different probabilities |
| Exclusive items | Certain enemies are needed for specific weapon crafts |
| Room XP | Rooms level independently and award bonuses |
| Skeleton limit / size | Demo updates tied room growth to progression |
| Expedition reward | Different rooms offer different coin rewards |
When to move forward
Move when your current room is mostly solved. A practical signal is that you can kill fast enough to collect most high-value drops before the session ends. If a new room cuts your kill rate so hard that income falls, step back and buy damage, area, weapon or party upgrades.
Why returning to old rooms is intended
The developer explicitly said the multi-currency design is meant to keep each coin type active throughout the game. You should not loot bronze for an hour and then forget it forever. Different room coin distributions give the game a reason to send you back.The same is true for crafting materials. If an enemy-exclusive item is required by the Blacksmith, the “best” room is temporarily the room that contains that enemy—not necessarily the deepest room.
Room levels
Demo v0.8.0 added a room-level system with room-specific progression and bonuses. Footage shows rooms awarding bonuses such as more skeleton capacity, session time or coin value as they gain XP. Do not assume every bonus applies globally; verify the live tooltip for the specific room.
Common mistakes
Staying in the deepest room while needing an old currency. Check the room’s coin probability first.Buying a room unlock with no combat reserve. Tougher enemies can reduce income until you also improve weapon/party throughput.
Assuming every room bonus is global. Some early-access players explicitly questioned whether room-level bonuses carried across maps.
Copying inconsistent subtitle names into a wiki. Exact English room names will be updated from the live build, not guessed from speech recognition.
