
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.
The game world is organized in a hierarchical structure:
World: Contains multiple dungeons for players to explore.
Dungeon: Collection of one or more maps/levels (playlist).
Map Data (Playlist): Contains one or more maps (either crafted or procedurally generated).
Map (Level): A collection of one or more connected rooms.
Room: A modular component used to build a level.
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
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
Encounters are played sequentially according to their ID, incrementally progressing from one encounter to the next.
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
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
The game adjusts difficulty based on party size using Hit Count modifiers, with separate balancing for player teammates and AI companions.
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
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
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