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Crypt of the Fallen and procedural dungeon design

The first featured dungeon shown for Scars of Honor is Crypt of the Fallen. It is used to introduce the game's procedural dungeon design and its emphasis on replayability, party decision-making, and escalating challenge.

Procedural layout

Dungeons are described as procedural, meaning the layout changes from run to run. Paths, encounters, and obstacles are not fixed in the same way each time, so replaying a dungeon generates a different route and different dangers for the party.

Crypt of the Fallen is given as the example of this system, with the Spider Queen identified as its boss.

Party choices and modifiers

Dungeon progression is built around player choice. As a group advances, multiple paths forward can appear, and the party must decide together which route to take.

Each route applies a dungeon modifier that includes both a bonus and a penalty for the remainder of the run. This is presented as a risk-versus-reward structure in which players can pursue stronger rewards at the cost of greater difficulty.

Scaling difficulty

Dungeons are also said to scale over time through higher tiers. As tiers increase, runs become longer and more difficult, with more rooms, more enemies, and tougher encounters. Combined with procedural generation, this is intended to make repeated runs of the same dungeon play differently.

Source

  • Recording: Scars of Honor – Showcase Recap & Community Q&A | Playtests Coming 2026
  • YouTube: Watch on YouTube
  • Published: Friday, February 6, 2026 at 3:33 PM UTC

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