Atlas Overview
How the Atlas Rotates
The Atlas is not a single dungeon—it is a weighted pool of floor templates selected per depth band and run seed. Early depths favor teaching layouts with moderate task density. Mid depths introduce complex multi-wing maps and harsher entity budgets. Late depths assume mastery and high MDL tolerance.
Patch v0.6.8 shadow-adjusted ranges for several maps—Glacier now Floors 10–30, with community confirmation for Aquarium, Pico’s Palace, Aquatic Museum, Sanctuary, and Buried City receiving similar range tuning. Always verify Discord patch notes after updates.
Size Tiers and Spawn Budgets
Since v0.6.5, each floor template carries a size tier influencing entity spawn points. Larger tiers afford more total MDL budget, enabling multiple entities or rare singles. Smaller tiers compress encounters—sometimes feeling harder despite lower depth because escape routes are limited.
Daily Mode seeds fix Atlas selections for that day within Floors 1–20, making daily map knowledge a competitive edge.
Conditional Integration
Boss arenas inject outside the normal pool when conditions met. Floor count may not increment on detour upgrades like Big Bad forcing The Mall. Queue priority resolves conflicts when Sloth, Malfunctions, and bosses compete for next floor slots.
Navigation Skills
Learn landmark callouts on repeated templates—elevator position, task wing names, vent paths on Mall-style maps. Teams that share map vocabulary reboard faster. Solo players mentally note return paths before starting distant tasks.