Dungeons

In Early Access · expanding

Dungeons

Timed, server-wide wave events you race the clock to clear.

Dungeons here aren't private instances you queue into on demand — they're timed events the whole server experiences together. A portal opens on a schedule, you push in, and you fight to clear escalating waves before the clock forces everyone out.

How a dungeon run works

1The countdown

Dungeons open on a fixed daily schedule, and the whole server gets chat warnings on the way — an hour out, then 30, 15, and 5 minutes — so everyone can gather before the portal appears.

2Walk in

When the window opens, a portal appears. Step through it. Entry is checked against the dungeon's level cap and the open window, so you can't sneak in over-leveled or after it's closed.

3Survive the waves

Inside, enemies arrive in scripted waves timed from the moment the dungeon opened. The pressure escalates the longer you're in — it's a survival push, not a stroll through static rooms.

4Beat the clock

The dungeon runs a fixed duration. When time's up the window closes and everyone is automatically pulled back to their bind point — so it's you and your party against the clock.

Straight about what this is

We'd rather set expectations than oversell. Dungeons are shared maps, not per-party private instances — there are no locked-door puzzles, no keys, and no raid-tier boss scripts. The strength of the system is the shared-server pressure: a scheduled portal, a real timer, and escalating waves that reward a coordinated party.

The dungeon system is live in Early Access and is one of the areas we're actively expanding — more encounters and content are on the way, and Early Access feedback directly shapes them.

See it for yourself

Early Access is live and free. Jump in, try the systems on this page, and tell us what works on Discord.

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