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Dev Diary 2: Dungeons

[p]Hello Reapers, and welcome to Gods, Death & Reapers’ second dev diary entry! I’m Andrei, Game Director for GDR, and today we’re diving into a topic many of you have asked about: dungeons — what inspired their design, how they work and why braving their depth is worth the risk.

Dungeons are initially a way to add more depth to our maps and introduce greater variety in terms of player options. We aim to treat maps as “sandboxes”— open environments where you can set your objectives from a wide range of possibilities, whether that’s completing quests and challenges, gathering materials, or hunting for better loot. Dungeons expand these options by offering a high-risk, high-reward path: a chance to obtain better loot, balanced by a significantly increased level of challenge.

Beyond gameplay, dungeons also enhance environmental storytelling. They give each location an extra layer of flavour and can organically evolve into temporary, high-intensity combat zones. Some dungeons might be easy to sneak into and quickly gather some valuables, but others might alert everyone in the match as you open them, which means gameplay around dungeons is always rewarding but comes with a good dose of risk. You’ll need to be cautious or use the opportunity to ambush others who decide to dive in. Each dungeon is a handcrafted environment and can range in size, from 1- or 2-room cellars to large, sprawling areas which some faction might have taken over as a fortress or vault. Naturally, the quality and quantity of loot scale with the dungeon’s size and difficulty. [/p][p][/p][p][/p][hr][/hr][h2]
Dungeon Keys as Part of Player-Driven Economy
[/h2][p][/p][p]To enter a dungeon, you’ll need a specific key. Each dungeon requires its own key type, which can be dropped by enemies on the map or awarded after completing objectives.

Keys will vary in rarity, and some of them might even be consumable, making their usage a costly affair. Of course, what you find inside will be worth the trouble, but we expect that the more valuable and hard to reach places will become highly contested areas of the map, which in turn can be used by more PvP focused players as a battleground, or places to avoid for the more methodical players wanting to rob everything else with a lower dose of risk.

This simple mechanic of consuming keys adds meaningful depth to the gameplay. It introduces new player-driven strategies: for instance, a player might choose to bring a Cave Dungeon key into their next session and plot a route toward that dungeon. It also introduces tension. Since entry is limited, players are incentivizsed to maximizse the value of each dungeon. On a broader scale, dungeon keys will eventually feed into the player-driven economy. Some players may focus on farming and selling keys, while others will choose to purchase them on the market as a viable economic strategy. [/p][p][/p][p][/p][hr][/hr][h2]
Designing Dungeons
[/h2][p][/p][p]When it came to dungeons, we wanted to create them with certain principles in mind. The first one is their size. We have three dungeon sizes (small-medium-large), and when defining this, we tried to take into consideration the screen that the player sees. For example, a smaller one is roughly one screen, while a medium-sized one has two or three screens.

We’ve also considered navigation when creating dungeons, trying to avoid dead ends as much as possible. This applies mostly to the large dungeons because we wanted players to explore and run around killing monsters (or players!) while discovering loot along the way. Backtracking is never fun!

Another principle for creating dungeons was AI encounter difficulty. While open areas offer a mix of mobs with different strength levels, we wanted dungeon encounters to be more challenging for a high-risk, high-reward experience. Dungeons are packed with goodies, but they are also home to mighty enemies such as Wenches, Bears, Clawkills and more.

Designing our dungeons, we worked closely with the Art and Narrative teams to ensure each space authentically reflects the faction and culture of its inhabitants. Our goal was to create a cohesive experience where enemies, environments, and storytelling are tightly interwoven. For instance, dungeons inhabited by the Hamförir, which are cannibalistic creatures, are filled with thematic elements like cages, chains, and corpses to reflect their savage nature. Meanwhile, Reaver-controlled dungeons are set within icy landscapes reinforced with cage systems, capturing the harsh, unforgiving essence of their faction. [/p][p][/p][p][/p][hr][/hr][h2]
Visual Worldbuilding
[/h2][p][/p][p]We see dungeons as a real creative treat. Being encapsulated regions, dungeons bring us a lot more artistic freedom. On our main maps, we try to respect readability as much as possible, imposing constraints. Often, moody elements like fog, God rays and dim lighting can remove visual information that is useful to a player. Additionally, changing moods too often while moving around the map can also be tricky and feel unnatural.

However, dungeons loosen up the rules. We play with multiple light sources and try to create interesting environmental stories. Little visual kisses as they were. This helps create unique caves that feel special and memorable. Ultimately, this is in line with the experience we want to give to the player, to make our dungeons worthwhile.  [/p][p][/p][p][/p][hr][/hr][p][/p][h2]The Origins of Dungeons[/h2][p][/p][p]Now let’s have a look at what dungeons stand for from a narrative perspective. As we know, someone–or something–has destroyed the Gods and mythological figures that kept the realm stable. However, it has collapsed into post-apocalyptic chaos after these divine beings were either slain or vanished, leaving its inhabitants in a mad scramble to survive and find a place to hide away. Among the shattered worlds lie dungeons. We wanted each of them to be a window into the past, telling a different story;[/p][p][/p][h3]Remnants of the Living  [/h3][p]In desperate attempts to escape a collapsing world, civilians carved out shelters during the final days of the apocalypse. Most didn’t survive, but their shelters remain in the afterlife.[/p][p][/p][h3]The Hand of Death[/h3][p]One of the Cosmic Entities of our universe, known as Death, who has a mild curiosity about cats and their dominion over mortals, plays an active role in mortal affairs than most of you would guess. His Reapers walked these realms before, shaping events and leaving marks. Some dungeons have mysteries for players to uncover, either for Death himself or for other denizens of GDR. Loot will be one factor for players to be drawn into exploring dungeons, but the story of the game will also push you into some dark and dangerous places to uncover clues about what has happened to various deities and what can be done about it.[/p][p][/p][h3]Echoes of Gods[/h3][p]Although they’re now vanished, their presence has not fully faded. Their temples, burial mounds and ancient prayer circles still emanate a forgotten power. Some of these structures now serve as dungeons, in which you may find mysterious relics and lingering danger.[/p][p][/p][h3]Strongholds of War[/h3][p]In the absence of gods, chaos and wars between factions have risen to claim dominance in this new world order. Their hideouts, bases and fortresses – many of which you’ll discover – serve as dungeons reflecting the brutality that thrives in the ruins. Each dungeon you’ll find in GDR is a piece of this fractured world, and whatever their origin is, they promise danger, mystery, and a chance to uncover it.

As GDR evolves, so too will the dungeons. In Closed Alpha 3, you’ll try and discover eleven dungeons in Midgard. In the future, we also want to explore new challenge types, such as more intense enemy compositions, traps and reactive environmental hazards, to deepen the experience and keep players on their toes.

If you’ve come this far, thank you for reading and for your support in Gods, Death & Reapers! As we continue to reveal more about the game, we invite you to join us on Discord to connect with us, join discussions and be a part of the development.   [/p][p]Curious about crafting, customisation and durability in GDR? Check out our first dev diary.[/p][p][/p][hr][/hr][h2]Join the Project Pantheon Community![/h2][p]If you have concerns/questions/suggestions/feedback etc., don't hesitate to chat on our Discord:[/p][p]Official Wolcen Studio Discord Server[/p][p][/p][p]Follow us and stay tuned to more updates and announcements on our official channels: [/p][p]Official GDR Subreddit [/p][p]Official GDR X Page [/p][p]Official GDR Facebook Page [/p][p]Official GDR Instagram Page [/p][p][/p][h3]Wishlist GDR on Steam now![/h3][p][/p][p][dynamiclink][/dynamiclink][/p]

Extraction RPG Project Pantheon lets you explore the remains of giant dead gods

Extraction shooters both old and new are everywhere you look right now, but a secondary wave of PvPvE mania and loot paranoia is arriving thanks to a flurry of extraction RPGs. Dark and Darker is arguably the forefather of this subgenre, and there are several exciting rivals on the way. While the majority opt for first-person or over-the-shoulder third-person perspectives, there's one game attempting a Diablo-style isometric view. Currently dubbed Project Pantheon, some new details about its dark mythological world have emerged alongside a very small (but still exciting) first glimpse at gameplay footage.


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Project Pantheon is a dreary ARPG blending Diablo and Escape from Tarkov

First Behind-the-Scenes Video + Gameplay Reveal This August + Closed Alpha 3

[h2]First Behind-the-Scenes Video: What is Gods Death & Reapers?[/h2][p][/p][p]Join our Game Director Andrei Chirculete, Art Director Elliot Bocxtaele, and Narrative Designer Adam Dowden as they take you behind the scenes of Gods Death & Reapers, our competitive, myth-filled world where high-risk can pay off with even higher rewards.  [/p][p][/p][previewyoutube][/previewyoutube][p][/p][hr][/hr][h2]Gameplay reveal is coming![/h2][p]If you’ve watched the video until the end, you just might catch a sneak peek of what you’ve all been waiting for. And yes, it’s happening! Stay tuned as we prepare for a full gameplay reveal this August![/p][p][/p][h2]Closed Alpha 3[/h2][p]Can’t wait until then? Sign up for Closed Alpha 3 and be among the first to play Gods Death & Reapers! This July, we’re welcoming players from NA, EU and for the first time, Southeast Asia![/p][h3]https://pantheon.firstlook.gg/[/h3][p][/p][p]See you in the afterlife.[/p][hr][/hr][h2]Join the Gods Death & Reapers Community![/h2][p]
If you have concerns/questions/suggestions/feedback etc., don't hesitate to chat on our Discord:
Official Wolcen Studio Discord Server

Follow us and stay tuned to more updates and announcements on our official channels:
Official Gods Death & Reapers Subreddit Official Gods Death & Reapers X Page Official Gods Death & Reapers Facebook Page Official Gods Death & Reapers Instagram [/p][p][/p][h3]Wishlist Gods Death & Reapers on Steam now![/h3][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

20,000 wishlists and counting!

[p][/p]
20,000 wishlists and counting!
[p]Shaping Project Pantheon together with our community, this is a huge milestone and a proud moment for our team; seeing your support truly means the world to us![/p][p]If you'd like to be part of its journey early on, sign up for Closed Alpha 3 today![/p][p]https://www.playgdr.com/2025/06/25/10-ca3-scope-schedule/[/p][p][/p][hr][/hr][p][/p][h2]Join the Pantheon[/h2][p]Follow us on our epic journey. Become part of our community on Discord now![/p][p]Wolcen Studio - Official Discord Server[/p][p]Never miss out on any project updates. Stay enlightened by following our official pages![/p][p]Project Pantheon on X[/p][p]Project Pantheon on Facebook[/p][p]Project Pantheon on Instagram[/p][p]Project Pantheon on TikTok[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Closed Alpha 3: Scope & Schedule

[p][/p][p][/p][p]Project Pantheon’s third Closed Alpha is right around the corner, and this time we’re opening the portals wider than ever. Here’s everything you need to know:[/p][p]For the first time ever, Reapers in Southeast Asia will be able to join those in North America and Europe for a full test of new systems, mechanics, and content.[/p][p]The third Closed Alpha will run from:[/p][p]Start: July 25 at 10 AM PDT / 1 PM EST / 7 PM CEST / 12 AM ICT (July 26)[/p][p]End: July 27 at 1 AM EST / 7 AM CEST / 12 PM ICT / 10 PM PDT (July 26)[/p][p]We invite all interested players to register here.

If you already participated in a previous playtest, you’ll continue to have access to all upcoming Closed Alphas. Already signed up, but haven’t been selected yet? Don’t worry, your registration is still valid, and you’ll be contacted soon.[/p][p][/p][hr][/hr][p][/p][h2]What’s New in Closed Alpha 3[/h2][h3]New Enemy Types: The Hamförir Evolve[/h3][p]The Hamförir faction is growing stronger in CA3, where you’ll face three new enemy types that change the pace and shape of combat.[/p][p]Hulk[/p][p]A frontline spellcaster that combines brute force with battlefield control. The Hulk summons a powerful totem that buffs Hamförir allies, hinders enemies, and inflicts additional damage over time. He is designed to disrupt your flow and force positioning decisions.[/p][p]How to deal with it:[/p]
  • [p]Try to bait the Hulk into placing its totem in a useless spot.[/p]
  • [p]If the totem is active, consider ignoring the Hulk until you deal with more dangerous enemies.[/p]
  • [p]Luring him away from the totem can drastically reduce his effectiveness.[/p]
[p]Werewolf[/p][p]Fast, elusive, and deadly in drawn-out fights. The Werewolf uses hit-and-run tactics and gets stronger as it wears you down. Once you’re low on health, its attacks become empowered and potentially fatal.[/p][p]How to deal with it:[/p]
  • [p]Avoid engaging when your health is low.[/p]
  • [p]Stay mobile and try not to get surrounded.[/p]
  • [p]Watch for groups of wolves and werewolves—together they hit much harder.[/p]
[p]Wolf[/p][p]The Wolf is a basic enemy on its own, who becomes much more dangerous in a pack due to damage scaling and pressure.[/p][p]How to deal with it:[/p]
  • [p]Solo wolves can be ignored.[/p]
  • [p]Packs should be prioritized or avoided until you’re ready, especially if you’re already in combat with other enemies.[/p]
[hr][/hr][h3]New Questline: Whispers of War[/h3][p]In CA3, you’ll follow Ratatoskr, the scheming world-tree messenger, as he manipulates a fragile peace.[/p][p]Your role is to help him ignite a full-blown faction war between the Reavers and the Shifters, which will shape how these factions evolve across future updates.[/p][p][/p][hr][/hr][h3]Sanctuary Expansion: Buildings and Crafting System[/h3][p][/p][p][/p][p]The Sanctuary gets its first major upgrade with CA3. We’re introducing a functional crafting system and expanding the world-building possibilities through new structures.[/p][p]Crafting:[/p]
  • [p]Recipes can be looted from enemies and chests.[/p]
  • [p]You can also earn them from quests and challenges.[/p]
  • [p]To keep a recipe, you must extract with it. If you die, it’s lost.[/p]
  • [p]Once in your stash or inventory, you can interact with a recipe to “learn” it.[/p]
  • [p]Learning consumes the item and permanently unlocks the recipe in your Sanctuary.[/p]
[p]Crafting Island:[/p][p]You’ll now have access to a range of buildings that allow you to craft your own equipment:[/p]
  • [p]Armory: Craft and customize armor.[/p]
  • [p]Smithy: Forge melee and ranged weapons.[/p]
  • [p]Arcane Atelier: Create sigils (which enhance weapons at the Workshop) and brew potions for various uses.[/p]
[p]Refinery Island:[/p]
  • [p]This is where you process raw materials into higher-tier crafting components.[/p]
  • [p]In CA3, you’ll have access to the Carver, a versatile building that handles material refinement.[/p]
  • [p]More buildings will arrive in CA4, each handling different types of resources.[/p]
[p]Resource Gathering:[/p]
  • [p]Resource nodes return from CA2 (wood and stone).[/p]
  • [p]We’re expanding them with additional material types in CA3.[/p]
  • [p]You can also find raw or refined materials in loot drops across the map.[/p]
[p]The crafting system in CA3 is just the beginning, as we will add more depth, complexity, and item variety will in future phases.[/p][p][/p][hr][/hr][h3]Ultimate Ability System Overhaul[/h3][p]We’re reworking how ultimate abilities function: Ultimates no longer rely on fixed cooldowns. Instead, each ultimate now uses a gauge that fills over time through player actions. Damage dealt, healing performed, and in some cases, damage taken will charge the meter.[/p][p]This change makes ultimates feel more like a reward for active play, rather than a fixed resource on a timer. You’ll need to decide when to hold back and when to go all-in.[/p][p][/p][p][/p][hr][/hr][h3]Dungeons: Now Up to Eleven[/h3][p]We’ve increased the number of available dungeons to 11, offering greater variety with a challenge that will ramp up accordingly.[/p]
  • [p]Some you will encounter are small and tight, similar to Diablo-style cellars.[/p]
  • [p]Others are larger, more elaborate, and more punishing.[/p]
  • [p]Dungeons are locked at the start of each session. You’ll need to find the matching key to enter.[/p]
  • [p]Keys can drop from enemies and chests, and are also available as quest and challenge rewards.[/p][p][/p]
[p][/p][hr][/hr][h3]New Extraction Options[/h3][p]With new Obelisk Types, you now have more strategic choices when it’s time to leave with your loot:[/p]
  1. [p]First Come, First Serve[/p]
    • [p]These don’t spawn enemies or trigger combat.[/p]
    • [p]They allow free extraction.[/p]
    • [p]They’re rare and can only be used once.[/p]
  2. [p]Gold-Paid Extraction[/p]
    • [p]Lets you extract without combat by paying a significant amount of gold.[/p]
    • [p]You’ll have to weigh the value of your loot against the cost of saving it.[/p]
[p]These options add new tension and force you to rethink how you approach late-game extraction.[/p][p][/p][hr][/hr][h3]Further Changes[/h3][p]Bots: New AI-Controlled Reapers[/p][p]Bots now appear during live sessions. They move through the map, engage in PvE and PvP, and use limited abilities. Their role is to maintain pacing and keep the world active even as players are eliminated.[/p][p]We’re treating bots as an evolving feature. Expect more depth and behavior variety in future builds.[/p][p]Afflictions: PvE Status Effects[/p][p]Afflictions are a new mechanic that only applies in PvE. They’re status effects that build up as enemies land attacks. Each faction applies a unique Affliction with its own rules and consequences.[/p][p]Reavers – Madness[/p]
  • [p]Your character starts mumbling.[/p]
  • [p]The sound grows into laughter and screams as the effect intensifies.[/p]
  • [p]Other players can hear these sounds and track your position more easily.[/p]
[p]Hamförir – Wounding[/p]
  • [p]Your character periodically drops pools of blood.[/p]
  • [p]These reveal your movement path to other players.[/p]
  • [p]Wounding can be cured using Bandages.[/p]
[p]Nightmare of Fenrir – Doom[/p]
  • [p]Reduces your maximum HP over time.[/p]
  • [p]Continues to decay until it reaches a critical minimum.[/p]
  • [p]This Affliction cannot be cured.[/p]
[p]Afflictions deepen PvE strategy and raise the risk of prolonged engagements.[/p][p][/p][hr][/hr][p]We can’t wait to welcome you back to the afterlife and the most advanced version of Project Pantheon yet! Join us in Closed Alpha 3, explore everything new, and share your feedback with us on Discord.[/p][p]See you in the afterlife![/p]