Any lot big enough can hold a dungeon under it. You dig it by placing rooms and halls one doorway at a time, or by filling a chest with pieces and letting it build for you. You stock it with totems that summon the creatures who live there. Then you beat it yourself, and it opens to everyone else. This manual covers all of that, in the order you will actually do it.
Three things, and the first one is not negotiable.
Two limits worth knowing before you invest. A trial account cannot build: the dungeon options are visible but greyed out with the line This is not available on this lot right now. And only the lot owner may place or remove dungeon rooms. Someone you have granted decorating rights can decorate your dungeon, but the doorways will not respond to them.
| Part | What it is |
|---|---|
| Entrance | The decoration on your lot's surface. Clicking it opens the dungeon window, which is where you enter, rename, publish, and set access. Base version is the Tomb Dungeon Entrance; the fancier ones are patterns applied to it. |
| Foyer | The first room, and the only one you did not place. It is part of the scene rather than an item, so it can never be picked up, moved or reclaimed. The Dungeon Builder lists it as Foyer. |
| Pieces | Halls, rooms, stairs and the rest. Each is an item in your inventory with a dungeon point cost. Placing one attaches it to an open doorway. |
| Doorway connectors | The glowing arches at every unfilled exit. Click one to choose what goes there. They are the only way to place or remove a room by hand. |
| Totems | Carved pillars that go in the totem slot of a spawn room. The totem decides which creatures live in that room and how tough they are. |
| Generator chest | The Random Dungeon Generator Chest. Fill it with pieces and press Build on the Dungeon Builder's Generator tab; it assembles a layout for you in the style you pick. It also runs in reverse and pulls the dungeon back in. |
The base Tomb Dungeon Entrance is craftable. Everything else you have seen on other people's lots is the same entrance wearing a pattern: the water well, the magic mirror, the giant lich statue, the dragon, the prison cage, the stone fish, the witch's fireplace. Those patterns come from the Crown Store. They change the look and nothing else.
Place the entrance anywhere on your lot the way you place any decoration. Until a foyer is attached it is just a door to nowhere.
Foyers are crafted at the forge from granite and a blueprint, and they are not interchangeable. The foyer sets the starting material and, more importantly, how many corridors leave the first room. That number caps how wide your dungeon can branch at the very top.
| Foyer | Exits | Starting look |
|---|---|---|
| Single Connection Stone Dungeon Foyer | 1 | Dungeon stone |
| Single Connection Ancient Stone Dungeon Foyer | 1 | Ancient stone |
| Single Connection Stained Glass Dungeon Foyer | 1 | Red stone and stained glass |
| Ornate Triple Connection Stone Dungeon Foyer | 3 | Green brick |
| Ornate Triple Connection Marble Dungeon Foyer | 3 | Brown marble |
| Five Connection Mine Cart Dungeon Foyer | 5 | Mine works |
Change Dungeon. The window switches to Select Dungeon from Deeds in Inventory.Accept.Enter Dungeon and walk down.Not sure yet? The entrance window also offers Enter Sample Dungeon, which drops you into a finished showcase dungeon built at a fixed point budget. It is not yours and nothing you do in it is saved, but it is the fastest way to see what fifty or a hundred points actually buys.
Every piece costs dungeon points. Your lot gives you a pool of them, and that pool is the only real limit on the size of your dungeon. There is no cap on how deep you go, no cap on the number of floors, and no cap on room count except what the points allow.
| Lot size | Dungeon points |
|---|---|
| Half Row | 0 |
| Row, Extended Row, Double Row | 50 |
| Village | 100 |
| Town | 150 |
| City | 200 |
| Keep | 250 |
| Castle | 300 |
Water lots use the same numbers as their dry equivalents. A Half Row lot gets nothing, and the dungeon options on that lot will not do anything.
Cost varies enormously by piece. A plain hall costs one point. A cathedral costs forty-two. The number is printed on the item tooltip as Dungeon points: N, and again in the builder's catalog as Cost N, so you can price a plan before you commit to it.
Dungeon points also buy the room to furnish the place. For every dungeon point your lot grants, your dungeon can hold ten objects, one light, one container and one non-player character. So a Village lot at 100 points has room for 1,000 decorations. Go over and placement refuses with Dungeon object limit reached: 812 of 1000.
You can buy extra points permanently, either with gold or with Crowns of the Obsidians. Each purchase adds one point, applies to every dungeon on your account, and never expires. Both prices step up as you buy more.
| Currency | Starting price | Increase |
|---|---|---|
| Gold | 1,000 | +1,000 every 20 upgrades |
| Crowns of the Obsidians | 100 | +100 every 50 upgrades |
The buttons live on the Dungeon tab of the builder panel, next to the breakdown showing how many of your points came from the lot, from gold and from crowns.
Your budget follows your current lot, not the one you founded the dungeon on. Move the same dungeon to a bigger lot and the extra points are immediately yours to spend.
Move to a smaller lot and nothing is destroyed. You keep every room you built. You simply cannot add more until the total is back under the new limit, and the builder tells you exactly how far over you are:
Walk up to a glowing doorway and click it. The Dungeon Builder opens on its Build tab, already scoped to that doorway, and a ghost of the selected piece appears in the world so you can see what you are about to commit to. Left and right arrow keys step through your pieces one at a time. Press Accept to place, Cancel to back out.
You never position a piece yourself. The game rotates and slides it so its connector meets the doorway's connector exactly. There is no grid and no free placement: pieces join at their doorways or not at all.
Pieces belong to material sets: Dungeon Stone, Cave, Green Marble, Blue Marble, Ancient Stone. A doorway only accepts pieces from a set it shares. If you want to change material partway down, you need a Transition piece, which is an adapter with one set on one end and another on the other. No amount of turning or shuffling will make a mismatched piece fit, which is why the game tells you that first, before anything else that might also be wrong.
When a placement is refused you get exactly one line, naming the most important reason. In priority order:
| What it says | What to do |
|---|---|
That piece belongs to the Cave set. This doorway accepts Dungeon Stone. | Wrong material. Place a Transition piece here first, or pick a piece from the accepted set. |
Placing this would cut the Crypt off from the foyer. | The piece would block the only route to a room you already built. Approach that area from a different doorway. |
That piece would overlap another room. | There is not enough space in that direction. Try a smaller piece, or a hall that turns. |
Dungeon point limit exceeded: 512 of 500. | Out of budget. Pick a cheaper piece, remove something, or buy an upgrade. |
That connection cannot be used right now. | Something went wrong that you cannot act on. Step away and click the doorway again. |
Click the doorway that leads into the room and choose the None entry. The room returns to your backpack, not to the chest. If the room still holds decorations you will be asked first: "You cannot move this dungeon piece because it contains decorations. Would you like to move all of the decorations to your inventory?"
Dungeon pieces cannot be picked up the way ordinary decorations can. The doorway menu, the Generator tab's Reclaim, and Transfer Items To Bank on the entrance window are the only three ways a room comes out. That last one empties the entire dungeon into your bank, rooms and furniture together, so treat it as a last resort rather than a tidy-up.
The window you get from a doorway is the same window you can open any time, from anywhere in your dungeon. Three ways in:
/dungeonbuilder.Opened without a doorway it starts on the room list and has no Accept button. You can browse, search, count your points and read your record from anywhere; you just cannot place a piece until you are standing at a doorway. The window is resizable and remembers where you put it.
Your dungeon pieces as a grid of tiles: picture, how many you own, and what each costs. Pieces you cannot currently afford are dimmed rather than hidden, so you can see what you are saving for. Search by name, filter by material family or by kind, and narrow to Fits this doorway or Affordable when the list gets long.
Everything you have placed, in one list: which floor it is on, what it cost, whether it can be reached from the foyer, whether it holds decorations, and what its totem currently spawns. The room you are standing in is marked. Any column sorts.
| Room | Floor | Points | Status | Deco | Encounter |
|---|---|---|---|---|---|
| Foyer | Floor 1 | 0 | Connected | ||
| Stone Hall 1x3 | Floor 1 | 1 | You are here | ||
| Lich Crypt | Floor 2 | 8 | Connected | Lich (Tier 3) | |
| Ancient Stone Great Room | Floor 2 | 12 | Connected | Decorated | |
| Spider Nest | Floor 3 | 6 | Cut off | Spider (Boss) |
The second view answers the question every builder asks eventually: where is that last open doorway? It lists every unfilled exit with the room it belongs to, its floor, the compass direction from where you stand, and the distance in metres, nearest first. Pick one and a marker appears in the world. Walk to it and the Build tab picks the doorway up.
| Room | Floor | Direction | Distance |
|---|---|---|---|
| Stone Hall Corner | Floor 1 | NE | 7 m |
| Ancient Stone Great Room | Floor 2 | S | 24 m |
| Stone Stair Down | Floor 2 | W | 31 m |
| Spider Nest | Floor 3 | SW | 58 m |
Where the whole thing stands. Your points broken into what is in reachable rooms, what is stranded in cut-off rooms and what is left. The publishing checklist, which marks which row the game actually enforces and which two are only advice. And the record from your entrance plaque, so you do not have to walk up to read it.
The generator chest's controls: what the nearest chest holds, the seed box, the five build styles, and the Build and Reclaim buttons. It is a large enough subject to get its own section; see section 7.
Build. A confirmation appears, and the result reports in chat even if you close the window.Five styles decide how the pieces get used. They are preferences rather than rules: a style changes what gets tried first, but it never refuses a legal placement, so the chest empties as far as doorways, space and points allow under every style.
| Style | What it builds |
|---|---|
| Sprawling Halls | The default. Threads hallways between rooms and pushes growth away from the entrance, so the dungeon reaches outward instead of knotting up around the foyer. |
| Compact Warren | Stays close to the entrance and favors crowded corners. Tight and knotty. |
| Balanced Wings | Avoids piling onto a busy branch, so every wing grows at a similar pace. |
| Delver's Descent | Reaches for stairs early and prefers doorways on other floors. |
| Classic | The original generator, kept exactly as it was. A seed shared before styles existed reproduces its layout under Classic and only under Classic. |
The build only ever adds. It will not move, replace or delete anything you already placed. Pieces it cannot use stay in the chest, and it tells you why in chat:
The seed line carries the style after the slash, and the whole token retypes as-is. Hand it to a friend and, if they feed their chest the same set of pieces at the same open doorways, they get the same halls. A bare number without a slash works too and uses whichever style you have selected. Different pieces will diverge, which is half the fun of trading seeds.
The chest also runs backwards, which is by far the fastest way to tear a layout down and try another one. Press Reclaim on the Generator tab and confirm. The tab shows how many rooms are eligible before you commit.
Rooms come back deepest first, and anything standing in them comes with them. Some rooms always stay:
A room that stays keeps every room on the path between it and the entrance. That is deliberate: cutting a kept room loose from the foyer would strand it, and stranded rooms get emptied into your backpack on the next load. So a partial reclaim leaves you a smaller connected dungeon rather than a scatter of islands. If the chest fills up, the rest goes to your backpack; if both fill up, the run stops and says so.
An empty dungeon is a walk. Totems are what make it a dungeon.
Certain pieces are spawn rooms. A spawn room has a totem slot in it, and until you put a totem in that slot the room stays empty. Drop a totem in and the room arms itself: the creature family on the totem decides who appears, and the tier decides how tough.
Totems go nowhere else. Try to place one on an ordinary surface and you get Totems go in a dungeon totem slot. Try to put the wrong family in a slot that only takes certain kinds and you get That slot does not take this kind of totem.
Nine names appear in the builder's Encounter column. Seven of them are totems you can craft:
The other two, Troll or Elf and Troll, Elf or Dragon, are not totems. They are slots: a room whose slot reads "Troll or Elf" will accept either a Troll totem or an Elf totem, and the room reports whichever one you actually put in it.
Six steps of difficulty. The builder panel names them one way and the totem items name them another, and they are the same six things:
| On the totem item | In the builder panel |
|---|---|
| Level 1 Lich Totem | Lich (Tier 1) |
| Level 2 Lich Totem | Lich (Tier 2) |
| Level 3 Lich Totem | Lich (Tier 3) |
| Level 4 Lich Totem | Lich (Tier 4) |
| Level 5 Lich Totem | Lich (Boss) |
| Level 6 Lich Totem | Lich (Elite Boss) |
Totems are crafted at the forge from the Dungeon Totems recipe book, out of the essence of the creature family in question. Level 1 takes a hundred essences. Every level after that is built from the level below it, so the price compounds hard:
| Level | Made from | Essences in total |
|---|---|---|
| Level 1 | 100 essence | 100 |
| Level 2 | 4 × Level 1 | 400 |
| Level 3 | 4 × Level 2 | 1,600 |
| Level 4 | 4 × Level 3 | 6,400 |
| Level 5 (Boss) | 2 × Level 4 | 12,800 |
| Level 6 (Elite Boss) | 2 × Level 5 | 25,600 |
An Elite Boss totem is twenty-five thousand six hundred essences of one creature type. Plan the boss room early.
Your dungeon has two states and one switch between them.
No creatures. Doorways glow. You can place rooms, pull rooms out, move furniture, and swap totems. This is where you build.
Totems spawn their creatures and the dungeon is playable. You cannot edit anything. The doorway connectors stop glowing and stop responding.
The switch is a pill in the corner of your screen while you are in your own dungeon. It names the mode you are in and offers the other one.
Switching reloads the dungeon, so the game asks first: "Switch this dungeon to Adventure Mode? The dungeon will reload, and everyone inside will be returned to the entrance." Anyone standing in your dungeon gets a short countdown and is put back at the entrance. That includes guests mid-fight, so give people warning before you flip it.
The same switch also lives on the entrance window as Enable Dungeon Adventure Mode, if you would rather not walk back in.
Decorating a dungeon works the same way decorating a house does, with three rules that only apply down here.
Not both. Spawn rooms hold a totem and creatures; decoration rooms hold your furniture. If you have the wrong one, there are recipes to convert between them in either direction, each costing one Ancient Essence plus the room you are converting. So a room can change its mind, one essence at a time.
For every dungeon point your lot grants you, the dungeon holds ten objects, one light source, one container and one non-player character. That is the lot's base points, so a Town lot at 150 points furnishes 1,500 objects, 150 lights and 150 containers.
Hang a painting on a wall that has an unfilled doorway in it and that doorway stops glowing. It is not broken; the decoration is simply in the way. Move the decoration and the doorway comes back.
Cut off before you furnish anything.Press M inside your dungeon and you get a live model of it, built from the rooms you have actually placed. Not a drawing you made, and not a map someone authored: the game reads your layout and shows it back to you.
There is no fog of war in player dungeons. Every dungeon built on the same kind of foyer would share one fog map, so revealing yours would reveal everyone else's. The whole layout is visible from the first step instead.
From the entrance window's options menu, Name Dungeon. The name shows on the entrance for everyone who walks past, in the form "Barrow of the Nine" (Astrid's Dungeon).
The rules are narrow on purpose. Three to fifty characters. Letters, including accented ones, and digits. Single spaces between words, never at the start or end. At most one apostrophe, and never at the start or next to a space. No underscores, no equals signs, no commas, no quotation marks. Leave the box empty to clear the name. A name that breaks a rule comes back as Invalid name.
Dungeon access is lot access, set from Manage Lot Access on the same menu. Three settings:
| Setting | Who may enter |
|---|---|
| Public | Anyone, except people you have banned. |
| Restricted | Only people you have granted access, by name or by role. |
| Private | Only you. |
Someone turned away at the door gets This Dungeon is Locked. If you revoke someone's access while they are already inside, they are moved out rather than left standing at an invisible wall.
The entrance can be flagged for open PvP, and that flag is always visible on the entrance before anyone commits to walking in. Naming your dungeon something friendly does not hide it. Visitors also get the usual PvP confirmation on the way through.
Publishing does not lock or unlock your door. Access is a separate thing, covered above. Publishing is a claim: this dungeon is finished, it can be beaten, and I have beaten it. Once you publish, the plaque outside starts keeping a permanent record.
You must clear your own dungeon, in Adventure Mode, on the layout you want to publish. Cleared means every armed spawner in the dungeon has died during a single run. It is not a room-by-room order; it sticks as you go, and it counts for your whole party, so you can bring friends.
flowchart TD A[Build the layout] --> B[Switch to Adventure Mode] B --> C[Clear every spawn room in one run] C --> D[Publish from the entrance] D --> E[The plaque keeps the record] E -- "edit any room and you start over" --> A
Then, at the entrance, choose Publish Dungeon to the Public. If you have not cleared it the game says so in chat: Clear the current layout in Adventure Mode before publishing. The Dungeon tab of the builder panel shows the same checklist ahead of time, so you can see where you stand without walking out.
Two more rows appear on that checklist. Neither is enforced, both are worth heeding: every room should reach the foyer, and a dungeon of fewer than three pieces will not display a first clear or a record time at all.
| Line | What it means |
|---|---|
Built by Astrid | The lot owner. Always shown. |
First cleared by Rurik | Permanent. The first person ever to finish it, and it never changes hands. |
Record 4:32 held by Rurik | The fastest clear so far, and who holds it. |
Author's best 5:07 | Your own best time. Only you see this line. |
318 visits (94 adventurers) | Total visits, and how many different people. Always shown. |
A first clear and a broken record are announced to everyone standing in the dungeon at the time.
| If this happens | What happens to the record |
|---|---|
| You edit a room | Un-published, author's time cleared. Visits, clears and the first clear are kept. |
| You swap the foyer for a different one | Clears, times and the first clear reset. Visit counts survive. |
| The lot changes hands | Everything resets. A new owner starts from nothing. |
| Your dungeon has fewer than three pieces | Visits still count. No first clear line, no record line. |
| What you see | Why | What to do |
|---|---|---|
| The doorway will not glow | Adventure Mode is on. | Switch to Decoration Mode from the pill or the entrance. |
| One particular doorway will not glow | A decoration is placed on that wall, or somebody is standing in the room on the other side. | Move the decoration. Ask them to step out, and remember that includes you. |
| No doorway responds at all | You are not the lot owner, or this is a trial account. | Decorating rights are not building rights. Only the owner places rooms. |
| The piece will not fit no matter how you turn | Set mismatch. Turning cannot fix it. | Place a Transition piece to change material, or pick a piece from the accepted set. |
| The dungeon options are all greyed | The lot has no dungeon yet, or the lot data has not arrived. | Hover the greyed row; it tells you which. |
A room shows Cut off | Nothing connects it to the foyer any more. | Bridge it back, or take it out. It still costs points and its contents will be pulled into your backpack. |
| Two rooms will not link where they touch | Three or more connectors landed in the same spot. | Rebuild that junction with fewer doorways meeting at one point. |
| You cannot add anything, and nothing is wrong | You moved to a smaller lot. | Nothing is lost. Get the total back under the new limit, or upgrade. |
| A clear did not count | Someone joined the run partway through. | Start the run together. Creatures killed before a player arrived are not counted for them. |
| The plaque shows no record | Fewer than three pieces, or the dungeon is not published. | Build it out and publish it. |
A dungeon that only holds monsters is a room with monsters in it. The trap kit is what lets you build a place that does something to a visitor on its own, and every piece of it is placed and wired by you.
| Piece | What it is for |
|---|---|
| Pressure plate | The trigger. Someone steps on it, and whatever it is wired to fires. |
| Shrieking gargoyle | Noise. Cheap, harmless, and very good at making a corridor feel wrong. |
| Snuffer brazier | Puts out the torches in the room. The lights go, and stay gone. |
| Message plaque | Says something. Your own words, except for boss speech, which comes from a curated list. |
| Sealing door | Shuts a room. |
| Boss door | The heavy one, for the room you want people to arrive at rather than wander into. |
| Wave spawner | Wakes the room's own creatures, on your cue rather than on approach. |
| Dart wall, flame jet, spike floor | The three that actually hurt. |
Right-click a placed piece to wire it to another. A trigger can drive several pieces, and each connection carries its own delay, anywhere from none to six seconds. That delay is most of the craft: a plate that fires a dart wall instantly is a tax, and a plate that fires it two seconds later, after the boss door has already shut, is a trap.
The Dungeon Builder panel carries a Traps line that names the first real problem in your wiring and the piece it is on. If something is not firing, read that before you start pulling pieces up.
A Dungeon Waygate is a placeable portal. It is the piece that lets a big dungeon stop being a walk.
A waygate can link to another waygate in the same dungeon, back to the entrance, or into a different dungeon entirely. Each one carries its own arrival permissions, so you decide who is allowed to come out of it.
A Dungeon Prize Chest holds gold you put in yourself. The first person to clear your dungeon takes it. It is advertised at the entrance, so people know it is there before they come in, and it is capped, with a cooldown between payouts.
This is the piece that turns a dungeon from a thing you built into a thing people race.
You can also stop being the architect and be the dungeon master. A Live Event console sits beside the mode switch, and while an event is running you drive the place by hand:
| Kind | What it is |
|---|---|
| Hall | Corridor. Straight, corner, cross, and so on. Cheapest way to cover distance. |
| Room | A chamber. Most of your points go here. |
| Stairs | Changes floor. This is how a dungeon goes down. |
| Transition | An adapter joining two materials. |
| Encounter | A room lifted whole out of one of the game's own dungeons. |
| Secret | Breakaway walls and hidden doors. |
| Teleport | Moves a visitor somewhere else in the dungeon. |
| Other | Anything the name does not describe. |
| Task | Where |
|---|---|
| Place or remove a room | A glowing doorway, inside the dungeon |
| Browse pieces, count points, find open doorways | Dungeon Builder panel, or /dungeonbuilder |
| Buy more dungeon points | Dungeon Builder panel, Dungeon tab |
| Build or reclaim with the generator chest | Dungeon Builder panel, Generator tab |
| Switch Adventure and Decoration Mode | The mode pill, or the entrance window |
| Name the dungeon, set access, set PvP | Entrance window, options menu |
| Publish or close to the public | Entrance window, options menu |
| Read the record | The entrance plaque, or the Dungeon tab |
| Wire a trap to a door or a spawner | Right-click the placed piece |
| Diagnose wiring that is not firing | Dungeon Builder panel, Traps line |
| Name a waygate, set who may arrive | The placed waygate |
| Stock or empty the prize chest | The placed prize chest |
| Run a live event | Live Event console, beside the mode switch |
| Empty the whole dungeon into your bank | Entrance window, Transfer Items To Bank |
Traps and pressure plates, the prize chest and the Dungeon Master mode were all on this list when this page was first written, and all three are built. What is left on it: a directory so people can find your dungeon, and ratings. Those are written up, with comment threads and votes, on the player dungeons proposals page, along with everything else that has been suggested. Nothing there is scheduled. What gets built first depends in large part on what people say they want.
This page is one of a series of player guides at catnipgames.net/blog/guides. It describes the game as it stands on 15 August 2026 and will be kept current as things change.
No account needed. If something here does not match what you see in the game, say so and it gets fixed. Comments are plain text, held to basic decency, and may be trimmed.