Hello from the Chaos Bringer design team!
We promised to check in more often, but it’s been a while again. ːsteamsadː
Many of you know our game as one that puts everything into “solo raids.” (And you’re right!)
But if the “leveling” you do to reach those raids is boring, what’s the point?
We want you to enjoy not only the raid, but the journey itself as a complete piece of content. That’s why we’re investing a lot into “roguelike-style dungeon play,” too!
ːsteamhappyːPlease check out the clips below!
First. A generator for dungeons created anew each run

This clip shows our in-house “procedural dungeon generation tool.” It’s not just a simple map generator. We’ve developed multiple generation algorithms that operate according to [Region Mood].
For each algorithm, when you tweak the parameters, you can see the map preview change in real time. We don’t hand-draw maps — we “create” them with this tool. We also use it for a first pass to figure out which default parameters feel the most fun.
Second. A monster placement tool to find “optimal fun”

Another important piece! We test which combinations of monsters appear according to [Dungeon Difficulty].
Which tiers of monsters spawn?
How large the packs are?
How many packs are placed?
This tool gives us a first check that the monsters distributed on the map look plausible.
(Of course, detailed balance tuning still remains! ːsteamfacepalmː)
It was impossible to craft all these variables one by one by hand. So we first built this tool (it’s basically a more advanced admin page), and we’re still testing hard to find that “optimal fun.”
Our goal is clear: not tedious level grinding, but a fresh “roguelike expedition” every time.
And at the end of that expedition, you’ll meet “the ultimate raid.”
That’s it from the design team.
Thank you.
