Dungeons in Scars of Honor
Dungeons in Scars of Honor
Where Cooperation Is Tested, and Every Run Tells a Different Story
Dungeons are where Scars of Honor becomes a true cooperative adventure. They aren’t just combat spaces or loot corridors - they are dangerous, lore-rich trials designed to test how well you fight, adapt, and survive together. Every dungeon exists for a reason. Every corridor has history. And every decision your party makes shapes how the run unfolds.
Most importantly, dungeons in Scars of Honor are built to evolve. Each run is procedurally generated, layered with roguelike elements, branching paths, temporary powers, and affixes. The goal is simple: even after your 50th or 100th run, a dungeon should still feel tense, unpredictable, and worth mastering.
A Living Dungeon Experience
All dungeons in Scars of Honor are instance-based and generated fresh each time a party enters. You can access via the “Modes” Menu to easily queue for a dungeon instance.
When the party is formed and everyone accepts the invitation, the dungeon begins assembling itself - room by room, challenge by challenge - before transporting the party into the Starting Room, where the first major choice awaits.
From the very beginning, player agency matters.
At base tier;
- Every dungeon consists of 2 mazes
- These 2 mazes consist of 8 rooms to explore
- At the connection point of each maze, a mini-boss room awaits the party
- At the end of the final maze, the final boss lies deep inside the dungeon
As the dungeon is successfully concluded, there will be new tiers unlocked where the amount of mazes, rooms, mob density, and overall dungeon difficulty is amplified.

Choosing Your Path
At the start of every dungeon, players are presented with two gates, along with a Bonus/Penalty card right in front of them. Picking one unlocks the concurrent door, and from then on, the unlocked portion of the dungeon is affected by the endowed Bonus & Penalty.
Among the many cards the dungeon will offer, it will be important for party members to communicate with each other to decide on.
- Which bonus will benefit them the most throughout the Dungeon
- Which penalty will give them the least amount of trouble until the end
It will be crucial to conclude the Dungeon, whether with a successful or failed outcome.
Every decision locks in one future - and closes another. No single run can show you everything.
Room Types & Challenges
As your party pushes deeper, you’ll encounter a variety of room archetypes, each designed to shift pacing and decision-making.
Combat Rooms
Combat rooms form the backbone of the dungeon experience. Here, players must complete specific objectives - defeating enemies, surviving encounters, or overcoming unique mechanics.
Once a combat room is completed, players receive rewards depending on their performance. These rewards commonly contain crafting materials.
Treasure Rooms
Rare and optional, Treasure Rooms reward exploration and risk-taking. They may contain:
- Treasure chests
- Resource nodes
- And hidden surprises that can catch you off-guard...
Recovery Rooms
Even rarer are the Recovery Rooms - brief moments of reprieve in an otherwise hostile environment. These rooms contain wells and shrines that restore health and resources, offering a chance to regroup before pressing on.

Mini-Bosses & Branching Progression
At the core chambers of the dungeon awaits a mini-boss encounter.
Defeating a mini-boss doesn’t just reward the party - it presents another choice of gates to move forward from, each leading to a completely new maze, along with another Bonus/Penalty card to further bestow chaos into the remaining portion of the dungeon.
This structure ensures that:
- No two dungeon runs feel the same
- Progression is shaped by player decisions
- Mastery comes from learning paths, not memorizing layouts
Death, Respawns & Party Survival
Every dungeon run allows 5 respawn chances for the whole party. This number can be increased through certain events during the run.
Once all respawn chances are used and the entire party falls, the dungeon fails.
Survival isn’t just individual - it’s collective. Choosing when to revive and when to push forward is part of the challenge.
The Final Trial: Dungeon Boss
At the end of the final maze lies the dungeon boss - a fully realized encounter designed to test everything your party has learned.
Boss fights demand:
- Coordination
- Positioning
- Awareness
- Trust in your party
Defeating the boss rewards the party with a final treasure chest. Once claimed, an exit portal opens, allowing players to leave the dungeon and conclude the run.

Featured Dungeon: The Crypt of the Fallen
Our first major dungeon, The Crypt of the Fallen, exemplifies everything we want dungeons in Scars of Honor to be.
Once a sacred burial vault for an ancient order that defended Aragon in its earliest wars, the Crypt was sealed when that order fell - not to honor the dead, but to contain what remained.
Time did not quiet the Crypt. It corrupted it.
What waits below is not just the dead - it is the remnants of a vow that refused to end.
Inside, players will encounter:
- A dramatic leap in atmosphere and visual fidelity
- New enemy types and environmental hazards
- Mechanics that demand true cooperation
- A boss encounter that pushes coordination to its limits
You’ll need teamwork, awareness, and courage.
Designed to Grow With the Game
Dungeons in Scars of Honor are not static content. They are systems designed to grow, evolve, and expand over time - with new mechanics, new encounters, and new challenges layered onto existing foundations.
Each dungeon is a living space. Each run is a new story. And mastery is earned - together.
Welcome to the depths.