Dungeons
Dungeons put one unit in your hands
Dungeons are Step Conquest's hands-on mode. Seven themed lairs, one monster family each, unlock one by one as your Exploration skill grows. There is no entry fee: each tile you walk inside costs steps, settled when you leave.
Pick a unit, steer it through a generated lair, and fight live with its real level, gear, and four skills. Clear the rooms, beat the boss, and walk out with the loot, solo or with up to four guildmates.
Section 1
How a dungeon run works
Choose a lair from the dungeon entrance, pick the unit you want to bring, and start exploring.
- Each dungeon is generated fresh, so the rooms and corridors change from run to run.
- You move with a joystick and fire your unit's skills yourself.
- Your unit fights with the same level and equipment it has everywhere else.
- Every tile you walk costs steps, deducted when you leave, so bank enough to make it back out.
Seven Lair Bosses
Captured in the mobile game: every lair ends with its own boss, and each one makes an entrance with its name banner, from the Titan Slime of the Slime Warren to the Demon Lord of the Infernal Depths.
Section 2
Seven lairs, one family each
Each dungeon spawns a single monster family and ends with that family's boss. The map grows with every stage.
- Slime Warren is open from the start, Overgrown Hollow unlocks at Exploration Lv 3, and Marsh Lair at Lv 6.
- War Camp unlocks at Lv 10 and Forgotten Crypt at Lv 15.
- Stoneworks unlocks at Lv 18, and Infernal Depths is the capstone at Lv 21.
- Exploration XP comes from the Commanding, Mining, and Foraging XP each run earns.
Section 3
Bosses and special moves
Bosses and tougher monsters use special moves with a clear warning before they land.
- Watch for telegraphed areas and step out of them before the hit lands.
- Some attacks leave status effects such as poison, burn, or bleeding.
- Cure potions crafted with Alchemy clear status effects mid-run.
- Safe rooms give you a quiet space between fights. Skills are disabled inside them.
Section 4
Co-op dungeons
Co-op runs are realtime dungeons for 2 to 4 guildmates, with everyone moving and casting on a shared clock.
- Guildmates who have the app open show an Online tag in the Guild tab, with an Invite to Co-op action.
- The host picks the dungeon and difficulty, and the lobby stays open to joiners until the run starts.
- More players means more and tougher monsters, and a boss with more health.
- Loot is shared out fairly, and every member settles their own steps and XP at the end.

