Independent fan wiki - Not affiliated with louidev

Wiki - Field Guide
Dungeonbound first-person corridor with an opened forgotten chest glowing green

Dungeon database

Five descents and one daily hole

Dungeonbound's zones are built around a threat, not just a colour palette. The official page names five descents and describes what waits in each. Here is the sourced version, plus the floor structure that repeats inside them.

Descents
5
Extra mode
The Daily
Floor goal
Guardian
Edge scale
x1.25 at F5

Official Steam screenshot

The five descents

What each zone advertises

Official descriptions are short, but they are specific. The planning column is our read of the confirmed threat, not a datamined resistance table.

Descent 01

The Mudking Warrens

Mud, kobolds and brute force

"Kobolds, orcs and brutefolk in the mud."

KoboldsOrcsBrutefolk

Planning read

The official theme is a mixed physical crawl. Treat it as the place to learn board geometry and block timing before the later zones add curse, cold and burn pressure.

Descent 02

The Bonevault Crypts

Curses, cold and the restless dead

"The restless dead walk here. Expect curses, cold, and things that will not stay down."

Restless deadCursesCold

Planning read

The in-game zone blurb explicitly warns about curses and cold. Check curse drawbacks before accepting a shrine item, and do not treat a single defensive layer as enough.

Descent 03

The Chittering Deep

Beasts with deep health pools

"Beasts with deep health pools."

BeastsHigh health

Planning read

Long health bars reward sustained damage and status stacking. If your board relies on a short burst window, this is where the lack of a second damage engine shows.

Descent 04

The Infernal Court

Demons, crits and burn

"Demons that hit hard, crit often and burn everything."

DemonsCritical hitsBurn

Planning read

Burn is the headline threat. Burn wards block 50% of Burn damage after v0.1.46, and a cleanse covers the stacks that land. Expect crit spikes, so a pure block pool needs healing behind it.

Descent 05

The Wyrmroost

The dragons at the bottom

"The dragons at the bottom."

Dragons

Planning read

The final listed descent. The official page gives no dragon mechanics; do not assume a single damage type or a fixed resistance table until the launch build is documented.

Not a fixed zone

The Daily

One seed, one hero, one purse, the same rooms for everyone that day. Three modifiers are drawn fresh each morning, and the leaderboard scales past survival. Reset time and attempt limits are not published.

Daily guide

The repeating shape

What is on a floor

  • Each floor is a winding torchlit path of fights, chests, shrines and shops.
  • A guardian waits at the end of the floor.
  • In The Climb, every floor also contains a shop, monsters, a shrine and rival builds standing in your way.
  • Floor edge scaling is visible on rival panels: an official screenshot shows HP x1.25 and Dmg x1.25 at floor 5.
  • From floor 4 onward in The Climb, rivals replace monsters (v0.1.46 change).
  • After losing a heart, the retried floor gives a shrine right after the shop (v0.1.46).

Floor edge

x1.25 HP & Dmg

An official rival panel at floor 5 shows the floor itself multiplying enemy HP and Dmg by 1.25. This is why a board that clears floor 2 comfortably can stall on floor 5 without any item changing. The floor is part of the enemy's stat line; do not read a rival's raw HP as the whole fight.

Exact per-floor curve: unpublished

No maps here

We do not publish dungeon maps. The official page describes a winding torchlit path but does not provide a fixed layout, and a fan-drawn map of a procedural floor would be fiction. Use the floor structure above and the in-game route.

Sources & verification

Checked 2026-11-15
  1. 01
    Dungeonbound on Steam Official Store description, feature list, modes, system requirements, languages and release date.
  2. 02
    Official Steam store screenshot: Paladin hub and Bonevault Crypts Official screenshot Paladin description, quests entry, equipment grid, Bonevault Crypts atmosphere.
  3. 03
    Official Steam store screenshot: rival scout panel Official screenshot Rival board, affinity, set counts, block, dodge, crit and floor edge stats.
  4. 04
    Dungeonbound 0.1.46: Halloween Update Official Pumpkin Head, Haunted items, co-op lobbies, Mythic relics, PvE-only climbs, status changes.
  5. 05
    Dungeonbound v0.1.50: Potions, Runes & Late Game + 40k wishlists Official Rune rework, potion rules, new hero Jeiku, forged-item growth, fatigue, speed curve.
  6. 06
    Dungeonbound v0.1.51 + 55k wishlists + 7 days until launch Official Pricing indication ($10-12), item shrines, fusion preview, Loaded Dice, Jeiku, QoL and fixes.
  7. 07
    Official Steam store screenshot: combat and battle log Official screenshot Court Mage and Serpent Knot encounter, critical hit, burn and item trigger log.

Screenshots and patch notes reflect pre-release builds. Where the launch build differs, the source label tells you how much weight to give a claim.

Quick answers

Dungeon FAQ

How many dungeons are in Dungeonbound? +

The Steam page lists five named descents: The Mudking Warrens, The Bonevault Crypts, The Chittering Deep, The Infernal Court and The Wyrmroost. The Daily is a separate shared-seed climb, not a fixed zone.

Are the dungeons procedural? +

The official page describes every floor as a winding torchlit path of fights, chests, shrines and shops, with a guardian at the end. It does not publish a fixed map layout or confirm a procedural generation rule, so we do not publish maps.

What is floor edge scaling? +

An official rival panel at floor 5 shows "Floor Edge HP x1.25 Dmg x1.25- That is the floor applying a multiplier to the enemy side. Exact scaling per floor is not published.

Which dungeon should I do first? +

The public material does not confirm a required order. The order on this page follows the Steam listing. The Mudking Warrens is described as the mud-and-kobold zone, which reads like an early physical crawl, but that is inference rather than a confirmed gate.