Dungeon work brings several parts of AIDM together: connected rooms, inhabitants, descriptions, and rewards the party can actually find. The aim is a place to explore rather than a collection of unrelated encounters.
What we're working on
- The development build includes work on dungeon scenes, room furnishings, and creatures suited to the space.
- Dungeon treasure containers are being connected to the rooms where the party discovers them.
- Room narration and travel between underground locations are receiving fixes.
- Doors and lockpicking are part of the growing set of supported exploration interactions.
Where things stand
Generating an entire dungeon remains a demanding development test. Interrupted preparation, room readiness, and the agreement between what players see and what they are told still need verification.
Help shape the next step
What makes a dungeon memorable for you: its layout, the things living there, the discoveries, or the choices between routes?
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