

We do not see them while the dungeon is unexplored, but as we move along the grid, these points of interest are triggered when we touch them and reveal their cell on the grid. Points of InterestĪs we explore the dungeons, there are numerous points of interest. In that regard, the difficulty is much more forgiving. The party members are treated more like the JRPG heroes whom you can revive once they fall in battle rather than being disposable pawns like in games such as Darkest Dungeon or XCOM. You cannot change your party until you exit a dungeon and return to the church. So, it really helps to prepare everything before entering each dungeon – getting all the required items, and also choosing the raiding party. For this reason, once you’ve entered a dungeon, you have to beat it in order not to lose the progress you’ve made exploring it. For example, Gluttony’s dungeon is a forest, Sloth’s is a graveyard, Greed’s is a mining cave, and so on.Īs mentioned previously, when you enter a dungeon, its layout is generated randomly, so if you exit it and come back later, it will be reset and will have a new layout. Aside from that, the two dungeons in each domain do not differ in any other regard, but the theme of the dungeons varies between one domain and another. The first dungeon in each domain ends when the player finds and defeats a lesser boss (sort of like a right-hand man of the Sin Lord) before unlocking the second dungeon where they will face the Sin Lord himself/herself.

So then, each Sin Lord has its own domain, and each domain consists of two procedurally-generated dungeons.
