The dungeon is a descending risk ladder. Floors grow more dangerous, every zone ends with a boss, and each new biome adds enemies, traps, special rooms, and better loot. Before valuing a run, confirm the selected difficulty: it changes loss protection and furniture combat bonuses. The winning habit is disciplined extraction, not automatic forward movement.
How progression works
Official developer notes describe progressively deeper floors grouped into zones. A formidable boss waits at the end of each zone. Defeating it opens a different biome with its own enemies, hazards, special rooms, and reward quality.
The extraction decision changes with difficulty
The central decision is when to leave. Official store information confirms that dying costs the haul that has not been safely returned. The September 21 update says Easy preserves equipped weapons and armor but still loses inventory loot; Medium and Hard use standard item loss.
Do not turn Easy into a claim that all progress is safe. Build an extraction decision around the selected difficulty, current health, live gear state, inventory value, and whether the next room is understood. There is no official universal floor at which every player should leave.
Rooms and resources
Demo 2.0 made the dungeon environment destructible. That can expose or accelerate material collection, but Demo 2.0.1 drastically reduced potion drops from destructible objects. Chests also received fewer common drops to keep inventories cleaner and more valuable.
Prepare between runs without mixing settings
Forge stronger weapons and armor, then use specialized decor for combat benefits on the next dive. The September 21 update says furniture combat bonuses are 100% on Easy and Medium, and 50% on Hard. Return to the Village before judging a changed difficulty, because that is when the setting updates.
Compare gear and furniture only against runs on the same difficulty; a result from one setting is not an item-by-item build verdict for another.
Patch-aware hazards
Demo 2.0.1 increased trap spawning by roughly 30 percent and prevented fire from killing instantly on contact. The August 27 launch patch fixed a dungeon-generation issue that could block passages and a loading issue that could freeze the player on a new floor. Older footage can therefore misrepresent both route safety and room density.
Unknowns to record
Exact floor counts, generation weights, special-room lists, checkpoints, boss names, and loot tables are pending launch-build verification. Record discoveries with a version date instead of presenting one run's layout as fixed.
First-party update references
8 relevant developer announcements are linked below. Full summaries and the UTC+8 publication-date policy are maintained in the source log.
· Patch notes
QoL Update + Fixes! (1.7.0)· Patch notes
Difficulty Settings and Magic Balance· Major update
DUNGEON UPDATE· Patch notes
Dungeon Map + Inventory Sorting!· Roadmap — two stages now shipped
Roadmap· Patch notes
Ver. 1.1.3 - SPECIAL ROOMS FIX· Patch notes
Ver. 1.1.1 - SAVE SYSTEM IMPROVEMENTS + UNSTUCK BUTTON
Evidence status
8 first-party developer updates currently map to this guide. Version-specific demo or third-party observations are explicitly labeled and are not treated as current official statistics. Unknown numeric values remain unclaimed until they can be verified in the current build.