DungeonSlice
DungeonSlice is an MMO where decisions carry weight. Loot, abilities, and gear support distinct builds and allow for surprising combinations. Combat rewards planning over reflexes, with time between fights to coordinate and talk. Grouping with others is powerful and flexible, and death carries terrible consequences.
What we're building
A persistent online world with long-term character growth, pacing and systems that enable socializing, and combat where CC, ailments, and skill combinations matter. Builds should diverge meaningfully across abilities, gear, and spec paths.
We are still in prototype. Internal builds use a dungeon extraction loop as a test bed for systems such as loot, navigation, combat, and progression.
What you'll see here
Early posts stay on progress and systems; past prototype, write-ups go deeper on the game. Design notes can cover:
- Classes, roles, ability identity, and player progression
- Loot, items, crafting, trade, and the broader economy (sources, sinks, inflation guardrails)
- Combat design: encounters, enemy behavior, CC, ailments, elements, tuning, counterplay
- Social systems: grouping, guilds, coordination tools
- Lore and history, art direction, geography, important characters, narrative hooks
Dev log for progress and design notes. Roadmap for shipped work and what is next. Each Done item has a matching dev log post.