Run Structure

A full run spans three acts of fifteen floors each — 45 floors in total. Each act is a different biome with its own monster pool and boss. Difficulty ramps steadily from floor to floor, and sharply between acts.

The three acts

ActFloorsThemeGuardian
Act 1: The Graveyard1–15Debtors who couldn't pay — fresh graves, old crypts, tombstones etched with diceThe Beholder
Act 2: The Dicing Hall16–30Underground casinos, high stakes, loaded dice on every tableThe House
Act 3: The Wasteland31–45Ruins of a rebellion that tried to cheat the debt — broken dice, war machines, failed oathsThe Shadow Kraken

Each act has its own monster pool: 8 basic, 4 elite, 2 boss designs per act = 42 unique monsters across the run. Act 2 and Act 3 monsters are strictly stronger — no Act 1 monsters reappear in later acts.

Between acts: full heal and access to a bonus shop stocked with rare relics.

There's a secret fourth encounter.

If you beat the Shadow Kraken while holding at least 3 Memory Fragments, the Defy the Gods path unlocks a hidden fight with the Riftborn Number God itself. See Bosses.

Map shape

Each act is a Slay-the-Spire-style branching map: 5 columns wide by 15 floors tall, with 4 separate paths that cross over each other. You pick your next node at every floor. The act boss sits on floor 15.

Node types

NodeIconFrequencyWhat happens
CombatSword~45%Fight 1–2 basic monsters. Reward: pick 1 of 3 (relic / consumable / skip bonus)
EliteSkull~10%Fight 1–2 elites. Uncommon reward. Never before F5.
ShopCoinGuaranteed F4, F9 (+10% elsewhere)Buy relics, consumables, HP heal, or dice upgrades
RestCampfireGuaranteed F8, F13Heal 25% HP or upgrade a relic instead
BossCrownF15 onlyAct boss. On a win you continue to the next act.
TrapSpike~8%Lose 5–10 HP or 5–15 gold. Option to disarm with a dice check. Reward on a disarm.
TemplePillar~5%, not before F6Themed Ice / Fire / Wind / Lightning temple. Fight an elemental guardian. Win a themed or generic upgrade.
Hidden Room?~7%Random event — free relic, curse, gamble, lore, or NPC trade. Max 2 per run.
ShrineStar~5%Free blessing from 14 options. At least one shrine is guaranteed by F7.

Guaranteed floors

Some floor positions are fixed so every run has a predictable rhythm:

  • F0 — tutorial combat
  • F4 — shop
  • F8 — rest
  • F9 — shop
  • F13 — rest
  • F14 — pre-boss event (elite or shrine)
  • F15 — act boss

Map constraints

A few placement rules prevent bad routes:

  • No elite before F5
  • No elite → elite on adjacent floors
  • No rest → rest on adjacent floors
  • Temples not before F6
  • At least 1 shrine per run (guaranteed by F7)
  • Max 2 hidden rooms per run

Meta progression (between runs)

Dying is not a setback. Every run earns skill points (SP) from two sources:

  • Base SP — scales with how deep you got. Floors 1–7 earn 0 (early deaths don't reward); F8–10 earn 0.2/floor; F11–14 earn 0.4/floor; F15–19 earn 0.5/floor; F20+ earn 0.6/floor. Each boss kill is +2. Combos are +1 (capped at +3 per run).
  • Achievement SP — one-time bonuses for milestones: clearing Act 1 (+5), first victory (+8), completing each archetype (+3 each × 7 archetypes), first Five-of-a-Kind (+3), and similar. Around ~55 SP total across ~15 achievements.

SP is spent in the permanent skill tree — a Path-of-Exile-style web with 4 elemental branches (Ice, Fire, Wind, Lightning) and 4 general branches (HP/Defense, Damage/Chips, Utility/Rerolls, Economy/Gold). The tree has ~146 nodes including ~17 keystones.

Lifetime cap: 100 SP, which fills roughly 55–65 of ~95 allocatable nodes. The cap forces specialization — you cannot fill the whole tree. Pick your path.

Respec is free — click to toggle nodes off, no cost.

See Skill Tree for keystone details.


Related: Combat Flow · Gold & Economy · Bosses

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