FLOOR GUIDE

The climb, floor by floor, like an expedition log.

✓ Verified in v1.0 (Full Release) · Aug 2026

Sephiria floor map: branching paths at Mole Stronghold
the map screen. "Money" node sounds great until the elite next to it ends your run.
Hub

Bunnyville

Enemies
None (NPCs: JJ, merchants)
Drops
Tutorial chest after talking to JJ

▶ Stock potions here. The gate behind JJ leads to F1.

F1–F3

Bunny Outskirts

Enemies
Slimes, wild bunnies, spear mobs
Drops
White/green relics, Short Sword upgrades

▶ Learn dash i-frames here. Take every chest — early relics are cheap power.

F4

Shop Floor

Enemies
None
Drops
Shop: potions, 1 random relic, reroll tokens

▶ Healing first, damage second. Always.

F5

Mole Stronghold☠ BOSS

Enemies
Mole miners, burrowing elites. BOSS: Mole King
Drops
Crimson Blade (~8% elite chest), storm-tagged relics

▶ BOSS: burrows at 66%/33% HP. Stand still when it digs — it surfaces where you AREN'T moving. Panic-dash = death.

F6–F9

Flooded Caverns

Enemies
Fanatics (explode on death), hex mages, bats
Drops
Blue relics, combo-tag pieces (Magitech/WindSong)

▶ Fanatic corpses explode after ~1s — kill, dash away, THEN loot. Spear out-ranges the blast.

F10

Guardian's Gate☠ BOSS

Enemies
BOSS: Tower Guardian (3-hit combo, flight phase)
Drops
First guaranteed purple relic, Transference discount token

▶ Ground phase: dodge INTO the 3-hit combo, punish after the third swing. Flight phase (under 40% HP): ranged swap or wait it out — it lands after 3 dive-bombs.

F11–F14

Deep Tower

Enemies
Elite everything, trap rooms (laser grids)
Drops
Purple relics, +3 upgrade materials

▶ Laser grids fire on a fixed 2.5s cycle — count the rhythm, cross on the off-beat. This is where 80% of runs die. Slow down.

F15

The Canopy☠ BOSS

Enemies
FINAL BOSS: The Blighted Tree
Drops
Clear screen + "Sephiria" title card (and bragging rights)

▶ Roots sweep telegraphed by glowing soil — the safe zone is always near the trunk. Bring your finished combo; there is no "next floor" to save rerolls for.

Sephiria: the giant tree on the floating island
store shot: the tree at the top of the tower. prettier before it tries to kill you.
📝 Author's note: F11-F14 killed 23 of my runs. TWENTY THREE. The lasers don't care about your DPS.
🚧 Tested by author only · needs community verification

— F15 root-pattern timing chart still being recorded

⚠ [Based on Dungreed mechanics and EA community reports. Verify in v1.0 Full Release.]

✓ Verified in v1.0 (Full Release) · Aug 2026

Secret Rooms

How they work: every non-shop floor has one secret room, hidden behind a cracked wall section. The crack glints once when a charged/bow attack passes near it. Walk up and dash INTO the wall to break it open.

  • F3 secret room: contains the Rusty Key (opens the F8 waterfall chamber) + a green relic chest.
  • F8 waterfall chamber: behind the falls after the bridge section — the Moonlit Katana rests here (see Weapons).
  • F5 secret room: reroll tokens ×3. Worth the detour before the Mole Stronghold fight.

Community note: the crack flash is subtle by design. If you run a staff build, tag walls with bolt spam in narrow corridors — the cheapest secret-finder in the game.

Hard Mode (Heat)

Heat unlocks after your first F10 clear: the gate in Bunnyville (left of the fountain) opens and adds +1 heat per run tier. Each heat adds enemy damage, elite density and — past heat 5 — relic budget pressure. Heat 6 is where build discipline starts mattering (see Builds).