Dungeon Sookuma hakkında
Steal the Dream. Survive the Wake.
Every night, Sookuma descends into a dungeon that rearranges itself beneath the dream. Every step is a turn. Every sound can draw something closer. Somewhere below, the Dream Crystal is waiting.
Reach it, steal it, and the entire dungeon wakes up.
Then comes the hard part: climbing all the way back to the silver stairs on the first floor—alive.
Build a Sookuma That Changes the Run
Choose one of 14 Sookuma lineages and pair it with one of 19 classes. A lineage changes the body you bring into the dream; a class changes how you survive it. Combine passive traits, lineage powers, class abilities, starting equipment, and learned skills into a build of your own.
- 14 lineages with distinct passives, active powers, silhouettes, colors, ears, fur, and clothing
- 19 classes spanning melee fighters, hunters, scholars, alchemists, assassins, summoners, and stranger callings
- Five use-based disciplines—Combat, Defense, Stealth, Evocation, and Summoning—that improve as you rely on them
- Eight-directional combat shaped by accuracy, evasion, armor, resistances, positioning, and status effects
Nothing Is What It Seems
Potions, scrolls, wands, and relics do not politely explain themselves. Their appearances are reshuffled between dreams, so knowledge must be earned by experimenting, reading, and surviving the consequences.
- around 100 items with individual enchantments, brands, curses, and equipment comparisons
- 20 spells and 10 summon types powered by Dream Shards
- Unknown consumables that reveal their true identity only through discovery and use
- Auto-explore, automatic pickup, targeting previews, contextual logs, shops, and NPC encounters keep the focus on decisions
Listen to the Gods—or Defy Them
Nineteen gods wait at their altars, each with a voice, a temperament, and powers they are willing to grant. Hear a god describe its covenant before you decide. Earn piety, invoke divine abilities, abandon your patron for another—or refuse them all. Betrayal is remembered, and divine wrath can outlive devotion.
A Dungeon That Hears You
Vision ends at the edge of the torchlight, but danger does not. Noise travels through corridors. Traps hide beneath familiar floors. Monsters hunt in packs, elites turn ordinary encounters into crises, and named enemies announce that the dream has taken a personal interest in you.
- A 15-floor main dungeon, six side branches, and three one-shot portal vaults
- Six procedural layout families mixing rooms, tunnels, caverns, hives, and fractured sanctums
- 39 monsters, elites, packs, named foes, and threats capable of pursuing you between floors
- Limited sight, exploration fog, sound propagation, hidden traps, and persistent floor state
Going Down Is Only Half the Journey
The deepest floor is not the finish line. Taking the Dream Crystal changes the rules and turns every floor you survived into an escape route. Spend what remains. Choose what to leave behind. Find the path you opened on the way down—and fight back through it before the dream closes around you.
Three endings await, shaped by the Crystal and by how completely you conquered the dungeon.
Death ends this dream. The next one will open again.