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Dungeon Generation

From Forsaken Planet


Every 20 minutes Missions on the Mission Map Table are regenerated and each location is given a name consisting of two words, typically an adjective followed by a noun, sometimes linked with an article or preposition like "Darkened Calamity", "Profitable Halls", "Lair of Death" and "The Stygian Maze".

Generated mission names are unique in any given generation, players may see two missions with the same name across generations. Identical names will not have the same dungeon layout as duplicate dungeons are essentially impossible.

Realm Selection Panel

There are always at least one of each type of mission in each of the four realms. The Underworld Realm will always have a Raid Dungeon named "Forgotten Tombs", at least one raid dungeon and the Sandbox Arena mission.

Realms

Dungeons exist in one of four Realms. The Realms represent biomes with specific fauna, flora and atmosphere. Dungeons are made up of hallways and rooms, collectively known as chambers.

Chambers

There are some 100 or so uniquely designed chambers that are connected together like lego pieces to make a unique dungeon layout. No dungeon layout will ever have two of the same chambers in a single instance.

Some chambers are tied to specific a realm. When a dungeon is generated, chambers are most often picked (60% of the time) from those designated to the current realm, although some (about 40% of the chambers) can come from other realm designations or non-designated chambers.

Chamber Doorways

Chambers are connected via large square, circle and irregular open doorways. In some dungeons, some chamber exits will not be connected to another chamber and this is represented by caved-in rocky debris that is impassable.

Circular chamber exits will always be connected to circular entrances of other chambers. Square chamber exits to square chamber entrances, and irregular doors connected to like doors in the next chambers.

Square Door

Circular Door

Irregular Door


Impassible Square Door

Impassible Circular Door

Impassible Irregular Door


There are also atmospheric doorways that are always caved in:

Atmospheric Caved-In Door


Chambers and Chest Tiers

When a developer designs a chamber, they assign chest rarity to locations in the room. Legendary chest locations will always have a Tier 3 Chests in that location on every saved run of the dungeon. Common chest locations may have Tier 1 Chests or Tier 2 Chests in that location on each saved run of the dungeon.

Legendary Chamber

Legendary Chamber


Open Tier 3 Chest

Occupied Chest Location

Unoccupied Chest Location

Secret Rooms

Chambers, except for the end room where "Save The Drone" occurs, may have a number of walls where a locked wooden door can appear. These are affectionally known as "secret doors" and lead to "secret rooms" which are smaller rooms that can be the size of a closet or as large as the smallest chambers. In saved dungeon, secret doors will appear in the same locations with the same secret room behind them.

Secret Door

Peek through secret door

Open secret door

Secret rooms can also contain chests which assigned chest rarities similar to chambers, legendary chest locations will always have a Tier 3 Chests in that location on every saved run of the dungeon. Common chest locations may have Tier 1 Chests or Tier 2 Chests in that location on each saved run of the dungeon.

Key Locations

Keys can be found located in predetermined places in chambers. These keys are known as "room keys". A room key can be located in one of many different locations in a single chamber. Most chambers, but not all, have one or two room keys.

Players can also get keys as drops from mobs after killing them.

Room key on the floor

Identifiable Chambers

All chambers are shown on the dungeon map at start time. Some chambers can be identified by their size and shape.

Dungeon Map

In-game Room



Dungeon Map

In-game starting chamber


Dungeon Map

In-game area chamber


Not all rooms are easy to distinguish from the map, but this room is identifiable because it is a start room and its doorway is vertically midway on its wall.


Map

Mining Chamber

Dungeon Layout

The dungeon team starts in an empty (of enemies) room searching through the chambers for the missing drone. The start room is label green on the map.

Dungeon Map

Full Map

Starting Room

Dead End with Secret Room


Starting Chamber

The starting Chamber, marked green on the Dungeon Map will only ever have one exit.

Ending Chamber

The last chamber in a dungeon will contain the drone you must save to complete your mission. End chambers only have one entrance. never have secret doors.

The Drone

Skeleton Key Sconce and Gate Chambers

Some dungeons will have the end portion of the dungeon locked away behind a gate that can only be opened with a Skeleton Key. The team must first find the skeleton key located on a sconce in some chamber of the dungeon and unlock the gate using that key.

Skeleton key sconce

Locked gate

Skeleton key lock

Unlocked gate

Boss Event Chamber

Some of the larger chambers can be used for a special event called the Boss Event. If a dungeon instance has one of these chambers it can be designated and the chamber will have five chests with unlimited bomb potions and either a Golem or Octoculus Boss. Your reward for completing this event is a Tier 3 Chest.

Only one boss event will ever appear in a single dungeon layout.

Golem Boss Event

Arena Chamber

Chamber Gadgets

Switches and Pressure plates

Gates

Lights above switches and doors

Lights above gates, doors and switches don't always seem to be consistently connected.


Dungeon gate, no light

Dungeon gate, orange light

Wall switch, orange light

Dungeon gate, white and orange lights

Hazards and Traps

Dangerous dungeon features abound. These can be biome dependent like lava, in Lavaforge Realm and Sewer Tentacle or universally found across all realms like exploding barrels and Mimics.

Lava Hazard

Green Acidic Goo Hazard

Exploding Barrel Hazard

Traps can come in many forms: pits, crushing walls and ceilings, fireball and laser machines, as well as large swinging axes that the players must dodge.

Spiked Ceiling

Swinging Axes

Freaking Lasers

Enemy Waves

The start chamber will never have enemy waves. The end chamber will always have three waves of enemies whose final wave will always be a boss wave.

Most other chambers will have a number of waves of enemies that engage as soon as a player steps into the room.

Some rooms are gauntlet waves.