Oil painting of a torchlit stone hall beneath a cottage, with a stair descending into darkness

The Dungeon Builder's Manual

Building, stocking and publishing a player dungeon in Shroud of the Avatar.

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.

Written 6 August 2026, updated 15 August 2026. The Dungeon Builder panel, the open doorway finder, the point cost on piece tooltips and the whole Generator tab have all landed since the first version of this page and are described here as they now work. Newer still, and arriving with a client update rather than the build you may be playing today, are section 15 on traps and doors, section 16 on waygates, and section 17 on running a live event. Everything else is in the build you are playing now.
1 · What you need first 2 · The parts of a dungeon 3 · Getting your first dungeon 4 · Dungeon points 5 · Building room by room 6 · The Dungeon Builder panel 7 · The generator chest 8 · Totems and encounters 9 · Adventure Mode 10 · Decorating 11 · The map 12 · Naming, access and PvP 13 · Publishing and the record 14 · When it will not work 15 · Traps and doors 16 · Waygates 17 · Prizes and live events 18 · Reference tables
Section 1

What you need first

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.

Section 2

The parts of a dungeon

Cutaway painting of a small underground dungeon: a well entrance on the surface, a stair into a foyer chamber, and corridors branching to rooms on two levels
A dungeon is a foyer plus whatever you attach to it, on as many levels as your stairs go down.
PartWhat it is
EntranceThe 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.
FoyerThe 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.
PiecesHalls, 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 connectorsThe 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.
TotemsCarved 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 chestThe 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.
Section 3

Getting your first dungeon

The entrance

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.

The foyer

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.

FoyerExitsStarting look
Single Connection Stone Dungeon Foyer1Dungeon stone
Single Connection Ancient Stone Dungeon Foyer1Ancient stone
Single Connection Stained Glass Dungeon Foyer1Red stone and stained glass
Ornate Triple Connection Stone Dungeon Foyer3Green brick
Ornate Triple Connection Marble Dungeon Foyer3Brown marble
Five Connection Mine Cart Dungeon Foyer5Mine works

Putting them together

  1. Stand on your lot and click the entrance. The dungeon window opens.
  2. Choose Change Dungeon. The window switches to Select Dungeon from Deeds in Inventory.
  3. Page through your foyers with the arrows and press Accept.
  4. Click Enter Dungeon and walk down.
Changing the foyer later empties the dungeon. The game says so plainly: "All items inside the dungeon will be placed in your bank, and the previous dungeon foyer will be placed in your inventory." Every room, every decoration, everything. Pick the foyer you want before you build on top of it.

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.

Section 4

Dungeon points

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.

What your lot gives you

Lot sizeDungeon points
Half Row0
Row, Extended Row, Double Row50
Village100
Town150
City200
Keep250
Castle300

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.

What a piece costs

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.

Raising the limit

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.

CurrencyStarting priceIncrease
Gold1,000+1,000 every 20 upgrades
Crowns of the Obsidians100+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.

Moving to a different lot

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:

Dungeon Builderx
This dungeon is 34 points over what its lot allows. Existing rooms stay; you can add again once the total is back under 100.
Section 5

Building room by room

Painting of a stone corridor ending in a glowing archway, with a new chamber forming out of golden motes beyond it
Every unfilled exit glows. That glow is the button.

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.

Sets, and why some pieces refuse

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.

The five refusals

When a placement is refused you get exactly one line, naming the most important reason. In priority order:

What it saysWhat 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.

Taking a room back out

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.

Section 6

The Dungeon Builder panel

The window you get from a doorway is the same window you can open any time, from anywhere in your dungeon. Three ways in:

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.

Build

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.

Dungeon Builderx
BuildRoomsDungeonGenerator
SearchhallDungeon StoneAll
✓ Fits this doorwayAffordable18 of 126 pieces
Dungeon Stone Hall 1x3x7Cost 1 Dungeon Stone Hall Cornerx4Cost 1 Dungeon Stone Hall Crossx2Cost 2 Stone Cathedralx1Cost 42
Connection:<2>You have 7
Dungeon Point Value:1Dungeon Point Limit:66 / 100
Points remaining: 34Accept Cancel

Rooms

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.

Dungeon Builderx
BuildRoomsDungeonGenerator
RoomsOpen doorways9 rooms, 66 points, 3 floors, 4 doorways open
1 room cut off from the foyer, holding 6 points
RoomFloorPointsStatusDecoEncounter
FoyerFloor 10Connected
Stone Hall 1x3Floor 11You are here
Lich CryptFloor 28ConnectedLich (Tier 3)
Ancient Stone Great RoomFloor 212ConnectedDecorated
Spider NestFloor 36Cut offSpider (Boss)
Click a column to sort

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.

Dungeon Builderx
BuildRoomsDungeonGenerator
RoomsOpen doorways4 doorways open
RoomFloorDirectionDistance
Stone Hall CornerFloor 1NE7 m
Ancient Stone Great RoomFloor 2S24 m
Stone Stair DownFloor 2W31 m
Spider NestFloor 3SW58 m
Selected doorway marked in the world

Dungeon

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.

Dungeon Builderx
BuildRoomsDungeonGenerator
Points
Points in rooms:60
Points in cut-off rooms:6
Points remaining:34
Points from Lot Size:100
Upgrade Limit with GoldUpgrade Limit with Crowns
Publishing
xYou have cleared this layout in Adventure Mode
Switch to Adventure Mode and clear the dungeon yourself. Editing it afterwards clears this again.
!Every room reaches the foyer
Large enough to keep a record
Not open to the public yet. Open and close the dungeon from the entrance on your lot.
RecordNo record for this dungeon yet.

Generator

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.

Section 7

The generator chest

Painting of an open iron-bound chest in a stone chamber, with corridors and archways unfurling outward from its light
Fill it, pick a style, press Build. It builds onto every open doorway it can reach.
How to get one. The Random Dungeon Generator Chest currently has no recipe and no store listing. Today it is handed out by staff. Whether it becomes a craftable or a store item has not been decided yet.

Building with it

  1. Place the chest anywhere inside your own dungeon, with Adventure Mode off.
  2. Open it and put dungeon pieces in. Rooms, halls, stairs, anything. Close it; the chest itself is just a container.
  3. Open the Dungeon Builder and pick the Generator tab. It shows what the chest holds.
  4. Pick a build style, leave the seed box blank for a random layout or type a shared one, and press Build. A confirmation appears, and the result reports in chat even if you close the window.
Dungeon Builderx
BuildRoomsDungeonGenerator
Generator Chest
Pieces in the chest:16
Hall9
Room5
Stairs2
Build
Seed (optional). Leave blank for a random layout.
84213907/sprawl
Build style
ClassicSprawling HallsCompact WarrenBalanced WingsDelver's Descent
Build
Reclaim
Rooms that can be reclaimed:11Reclaim
Results appear in chat and under Last Run

Build styles

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.

StyleWhat it builds
Sprawling HallsThe 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 WarrenStays close to the entrance and favors crowded corners. Tight and knotty.
Balanced WingsAvoids piling onto a busy branch, so every wing grows at a similar pace.
Delver's DescentReaches for stairs early and prefers doorways on other floors.
ClassicThe 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:

Chat
Random dungeon build complete. Rooms placed: 11.
Seed 84213907/sprawl. Share it so a friend can raise the same halls.
Pieces still in the chest: 5. No matching doorway: 3. No room: 1. Dungeon point limit: 1.

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.

Reclaiming with it

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.

Reclaiming un-publishes your dungeon and resets your author's best time. That is not the chest being special: removing any single room does the same thing. See section 13.
Section 8

Totems and encounters

Painting of a carved stone totem burning with green fire in a dungeon chamber, with a skeletal lich forming out of the smoke in front of it
The totem decides who lives in the room, and how hard they hit.

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.

Families

Nine names appear in the builder's Encounter column. Seven of them are totems you can craft:

LichKoboldTrollElfSpiderFire ElementalDragon

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.

Tiers, and the naming clash

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 itemIn the builder panel
Level 1 Lich TotemLich (Tier 1)
Level 2 Lich TotemLich (Tier 2)
Level 3 Lich TotemLich (Tier 3)
Level 4 Lich TotemLich (Tier 4)
Level 5 Lich TotemLich (Boss)
Level 6 Lich TotemLich (Elite Boss)

What they cost to make

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:

LevelMade fromEssences in total
Level 1100 essence100
Level 24 × Level 1400
Level 34 × Level 21,600
Level 44 × Level 36,400
Level 5 (Boss)2 × Level 412,800
Level 6 (Elite Boss)2 × Level 525,600

An Elite Boss totem is twenty-five thousand six hundred essences of one creature type. Plan the boss room early.

Living with them

Section 9

Adventure Mode

Switching the mode now clears the creatures. It used to gate new spawns only, which meant an owner who flipped to Decoration Mode was still decorating around whatever was already awake. Flipping either way empties the dungeon of monsters first.

Your dungeon has two states and one switch between them.

Decoration Mode

No creatures. Doorways glow. You can place rooms, pull rooms out, move furniture, and swap totems. This is where you build.

Adventure Mode

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.

Adventure ModeSwitch to Decoration ModeDungeon Builder

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.

Section 10

Decorating

Decorating a dungeon works the same way decorating a house does, with three rules that only apply down here.

A room is either a spawn room or a decoratable room

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.

Your decoration allowance comes from your dungeon points

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.

Furniture and doorways do not mix

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.

Anything in a cut-off room ends up in your backpack. If a room loses its path to the foyer, the next time the dungeon loads, its contents are pulled out and handed to you with the line "An item found outside the allowed dungeon area has been added to your inventory." The room itself stays standing and keeps costing points. Check the Rooms tab for Cut off before you furnish anything.
Section 11

The map

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.

Section 12

Naming, access and PvP

Naming it

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.

Who can get in

Dungeon access is lot access, set from Manage Lot Access on the same menu. Three settings:

SettingWho may enter
PublicAnyone, except people you have banned.
RestrictedOnly people you have granted access, by name or by role.
PrivateOnly 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.

Open PvP

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.

Dungeonx
"Barrow of the Nine" (Astrid's Dungeon)
Built by Astrid
First cleared by Rurik
Record 4:32 held by Rurik
Author's best 5:07
318 visits (94 adventurers)
Open to the public
Greyed rows say why they are unavailable
Section 13

Publishing and the record

Painting of a stone tomb entrance in a grassy hillside at dusk, its iron gate ajar, with a blank stone plaque beside it and a cottage behind
The plaque beside the door is where your dungeon keeps score.

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.

The one requirement

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.

What the plaque remembers

LineWhat it means
Built by AstridThe lot owner. Always shown.
First cleared by RurikPermanent. The first person ever to finish it, and it never changes hands.
Record 4:32 held by RurikThe fastest clear so far, and who holds it.
Author's best 5:07Your 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.

Any edit un-publishes you. Add a room, remove a room, run a reclaim, or swap the foyer, and the dungeon comes off the public list and your author's best time is wiped. The layout you cleared is no longer the layout that exists, so the claim no longer holds. Clear the new version and publish again. This is worth planning around: finish building, then clear, then publish.

What survives, and what does not

If this happensWhat happens to the record
You edit a roomUn-published, author's time cleared. Visits, clears and the first clear are kept.
You swap the foyer for a different oneClears, times and the first clear reset. Visit counts survive.
The lot changes handsEverything resets. A new owner starts from nothing.
Your dungeon has fewer than three piecesVisits still count. No first clear line, no record line.
Section 14

When it will not work

What you seeWhyWhat to do
The doorway will not glowAdventure Mode is on.Switch to Decoration Mode from the pill or the entrance.
One particular doorway will not glowA 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 allYou 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 turnSet 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 greyedThe lot has no dungeon yet, or the lot data has not arrived.Hover the greyed row; it tells you which.
A room shows Cut offNothing 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 touchThree 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 wrongYou moved to a smaller lot.Nothing is lost. Get the total back under the new limit, or upgrade.
A clear did not countSomeone joined the run partway through.Start the run together. Creatures killed before a player arrived are not counted for them.
The plaque shows no recordFewer than three pieces, or the dungeon is not published.Build it out and publish it.
Section 15

Traps and doors

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.

What the kit contains

PieceWhat it is for
Pressure plateThe trigger. Someone steps on it, and whatever it is wired to fires.
Shrieking gargoyleNoise. Cheap, harmless, and very good at making a corridor feel wrong.
Snuffer brazierPuts out the torches in the room. The lights go, and stay gone.
Message plaqueSays something. Your own words, except for boss speech, which comes from a curated list.
Sealing doorShuts a room.
Boss doorThe heavy one, for the room you want people to arrive at rather than wander into.
Wave spawnerWakes the room's own creatures, on your cue rather than on approach.
Dart wall, flame jet, spike floorThe three that actually hurt.

Wiring

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.

The three rules

Section 16

Waygates

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.

Section 17

Prizes and live events

The prize chest

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.

Running the night yourself

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:

Nothing is recorded while an event runs. No clear times, no first clears, no record broken. That is enforced on the server, not asked of you, and it is the right way round: a night you personally ran is not a fair race.
Section 18

Reference

Piece kinds in the builder's filter

KindWhat it is
HallCorridor. Straight, corner, cross, and so on. Cheapest way to cover distance.
RoomA chamber. Most of your points go here.
StairsChanges floor. This is how a dungeon goes down.
TransitionAn adapter joining two materials.
EncounterA room lifted whole out of one of the game's own dungeons.
SecretBreakaway walls and hidden doors.
TeleportMoves a visitor somewhere else in the dungeon.
OtherAnything the name does not describe.

Material sets

Dungeon StoneCaveGreen MarbleBlue MarbleAncient Stone

Where things are done

TaskWhere
Place or remove a roomA glowing doorway, inside the dungeon
Browse pieces, count points, find open doorwaysDungeon Builder panel, or /dungeonbuilder
Buy more dungeon pointsDungeon Builder panel, Dungeon tab
Build or reclaim with the generator chestDungeon Builder panel, Generator tab
Switch Adventure and Decoration ModeThe mode pill, or the entrance window
Name the dungeon, set access, set PvPEntrance window, options menu
Publish or close to the publicEntrance window, options menu
Read the recordThe entrance plaque, or the Dungeon tab
Wire a trap to a door or a spawnerRight-click the placed piece
Diagnose wiring that is not firingDungeon Builder panel, Traps line
Name a waygate, set who may arriveThe placed waygate
Stock or empty the prize chestThe placed prize chest
Run a live eventLive Event console, beside the mode switch
Empty the whole dungeon into your bankEntrance window, Transfer Items To Bank

What is being considered next

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.

Feedback

Questions and corrections

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.