Dungeons and world masters
The worlds’ dungeons, puzzles, the master’s altar and what bosses give.
Every world has a dungeon — an underground of many different rooms on several levels: puzzles, traps, guardians and treasuries. At its heart stands the altar of the world’s master.
- A map to the dungeon comes from the world’s inhabitants and from finds in its structures.
- The dungeon’s puzzles are blocks to press, turn or set in the right order; dungeon keys open the doors.
- An offering on the altar summons the master: what and how much to place is on the boss page and in the recipe viewer.
- While the master lives, the masonry holds: inside the dungeon you get Mining Fatigue V, and the best pickaxe takes about a minute per block of masonry — there is no digging past the master to the treasury. After the victory it lifts.
- Ambush — a room with a signal plate: step in and bars close the doorways, and creatures rise from the floor wave after wave. Leave in the middle of the fight (walk out, die) and the bars crumble after fifteen seconds, but the ambush remembers the waves you beat: when you come back, you meet the wave you left at. An ambush never leaves you locked in with something you cannot reach: a creature that hangs under the vault or slips behind the bars and stays out of the fight for a quarter of a minute sinks into the floor and comes up again next to you.
Spoiler: this describes a boss and its moves.
All bosses are in the bestiary.
What next
- A master’s heart awakens the “Gates”.
- A map to the dungeon comes from the inhabitants: “Peoples and tasks”.
- Later, hearts are forged into weapons: “Zero-G Forge and star gear”.


