Dungeon Core Loop
Dungeon entry → puzzle combat → reward → monster growth/evolution → re-team → higher dungeon challenge.
Dungeon entry → puzzle combat → reward → monster growth/evolution → re-team → higher dungeon challenge.
Normal/Technical were integrated into Stage Dungeon; rank-gated stages and Stage Dungeon Quest centralize always-on progression.
Story Dungeon provides fixed-team learning and large first-clear rewards that bridge into Stage/Dungeon growth.
Event Quest sits over the dungeon hub with conditions, levels, rewards, one-button claim and destination routing.
One-touch Dungeon adds automated exploration with its own rules, time reduction and exchange materials.
Ranking Dungeon, 4P and 8P provide competition around the growth/PvE-centered core rather than replacing it.
2P/3P multiplayer operate as cooperative variants connected to dungeon play.
PAD Pass adds daily dungeons, extra rewards, team slots and solo EXP benefits over the core loop.
Seasonal/collab events bundle dungeons, gacha, shop, exchange, MP shop and quests into one operating package.
Event and economy loops feed Monster Exchange and MP Shop as alternate acquisition/recapture paths.
Growth/PvE core is strong, while competition/cooperation are optional spokes and One-touch risks becoming a separate loop.
Strategic direction is hub reinforcement: align surrounding modes back to the dungeon core rather than replace the core.