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Dungeon Structure

Overview

Dungeons are the core gameplay environments in Sipher Odyssey where players engage in combat, discover story elements, and earn rewards. Each dungeon is carefully structured to provide balanced, engaging experiences for solo players and teams alike.

Dungeon Hierarchy

The game world is organized in a hierarchical structure:

1.

World: Contains multiple dungeons for players to explore.

2.

Dungeon: Collection of one or more maps/levels (playlist).

3.

Map Data (Playlist): Contains one or more maps (either crafted or procedurally generated).

4.

Map (Level): A collection of one or more connected rooms.

5.

Room: A modular component used to build a level.

Dungeon Parameters

Every dungeon has configurable parameters that determine its challenge level and gameplay experience:

Co-op Multiplier: Adjusts difficulty based on party size

Enemy Weight Total multiplier

Hit Count modifier

Map Data List: The collection of maps included in the dungeon

Map Structure

Maps are the foundation of dungeon gameplay and include:

Interconnected Rooms: Areas connected by pathways where gameplay takes place

Non-Encounter Props: Environmental elements like breakables (pots, crates) and decorative objects

Traps & Trap Spawners: Hazards that blend into the environment

Enemy Spawners: Designated points where enemies appear during encounters

Encounter System

Encounters are played sequentially according to their ID, incrementally progressing from one encounter to the next.

Combat Encounters

The most common encounter type involves battling enemies. Parameters include:

Encounter ID: Identifies which enemy spawners will be used

Enemy List: Defines which enemies or enemy groups can appear

Amount: Number of enemies of each type to spawn

Chance: Probability of an enemy group being selected

Spawn Settings:

Is Spawned Once: Limits a group to spawning only once (useful for bosses)

Is Spreading: Enables enemies to spawn at random intervals

Min/Max Spreading Delay: Controls timing between enemy spawns

Is Concurrent: Allows an encounter to start before previous waves are cleared

Enemy Weight Total: Controls the maximum enemy presence based on individual weights

Enemy Level: Can be set manually or determined by dungeon parameters

Spawn Delay: Time before encounter respawns enemies

Group Timing: Controls when enemy groups appear

Scaling Systems

Enemy Weight & Spawning

Enemies have assigned weight values reflecting their combat potency. The game uses several spawning algorithms:

Wave Based: Traditional progression through predetermined enemy groups

Infinite Wave: Continually spawning enemies based on conditions

Backfill: Replenishes enemies to maintain a certain presence

Infinite Backfill: Continuously replenishes enemies indefinitely

Co-Op Scaling

The game adjusts difficulty based on party size using Hit Count modifiers, with separate balancing for player teammates and AI companions.

Dungeon Flow (Updated April 2024)

The latest dungeon flow design connects levels with bridges instead of interrupting gameplay between floors:

Gate In: Entry point where players enter a level

Gate Out: Exit point where players leave a level

Level Connection: Gates connect seamlessly between maps

Special Features

Checkpoint Levels: Special areas at specific intervals (10, 20, 30) with NPCs offering rewards

Time-Limited Areas: Some special levels have fixed durations before progression

Dynamic Difficulty System

To help players overcome challenging content:

Pity Damage Reduction: Reduces enemy damage after repeated failures

Lose-Streak Activation: Triggers after a set number of failures

Progressive Assistance: Increases help until the player succeeds

Dungeon-Specific Settings: Each dungeon has tailored difficulty adjustment parameters

Last Updated: March 4, 2025