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Behind the Scenes: Dungeon Design

Behind the Scenes: Dungeon Design

Ever wondered how we create dungeons that feel unique every time while maintaining high quality? Today, we're pulling back the curtain on our dungeon generation system.

The Challenge

Creating procedurally generated content is tricky. Pure randomness often results in boring or broken layouts. Our goal was to combine the replayability of procedural generation with the quality of handcrafted design.

Our Approach: Modular Room System

Instead of generating dungeons tile-by-tile, we use a modular room system:

1. Room Templates

We hand-design 40+ room templates for each dungeon theme. Each template includes:

  • Enemy spawn points
  • Loot chest locations
  • Environmental hazards
  • Trap placements
  • Visual themes
  • 2. Connection Rules

    Rooms aren't just randomly placed. We define connection rules:

  • Combat rooms must lead to rest areas
  • Puzzle rooms should have multiple solution paths
  • Boss rooms need proper buildup with increasing difficulty
  • Secret rooms have specific unlock conditions
  • 3. Difficulty Curves

    The generator calculates difficulty scores and ensures proper pacing:

  • Easy start to help players learn mechanics
  • Gradual difficulty increase
  • Strategic rest points
  • Boss encounter at the climax
  • The Mithril Halls: A Case Study

    Our newest dungeon, The Mithril Halls, showcases our most advanced generation yet:

    **Room Variants**: 12 unique templates

  • Forge rooms with lava hazards
  • Mining tunnels with collapsing sections
  • Storage chambers with patrol patterns
  • Workshop areas with environmental puzzles
  • **Dynamic Hazards**:

  • Lava flows that cut off paths
  • Collapsing bridges with timing challenges
  • Poison gas requiring quick decision making
  • Moving platforms for vertical traversal
  • **Boss Design**: The Forge Warden

    This three-phase boss fight adapts to player behavior:

  • Phase 1 (Smith): Slow, heavy attacks with telegraphed patterns
  • Phase 2 (Berserker): Speed increases, introduces ranged attacks
  • Phase 3 (Molten): Transforms arena, adds environmental hazards
  • Community Testing

    Before any dungeon goes live, we run it through extensive community testing:

    1. Internal playtests with the dev team

    2. Closed alpha testing with 50+ players

    3. Data collection on completion rates and death points

    4. Iteration based on feedback

    5. Final balance pass

    Technical Deep Dive

    For those interested in the technical side:

    Algorithm: Modified Constraint Satisfaction Problem (CSP)

    1. Generate entrance room

    2. For each required room type:

    - Find valid connection points

    - Check constraint satisfaction

    - Place room if valid

    - Retry with different variant if invalid

    3. Add optional rooms to fill space

    4. Place secrets based on exploration score

    5. Validate full path from entrance to boss

    6. Populate with enemies and loot

    What's Next

    We're working on biome-specific mechanics for upcoming regions:

  • **Frosted Wastes**: Temperature management and snow accumulation
  • **Sunken Citadel**: Oxygen management and water physics
  • **Void Rifts**: Reality-bending puzzles and gravity shifts
  • Each biome will introduce unique dungeon generation challenges that we're excited to solve!

    Want to learn more? Join us on Discord where we regularly host developer Q&A sessions about our design process.