Gameplay Guide

Last updated Jul 6, 2026

Gameplay Guide

How a dungeon run flows from join to victory.

Session flow

Join room → Waiting timer → Room locks → Weakness vote → Countdown → Floor 1 → Clear mobs → Floor drops → ... → Victory

Joining

Method Command / action
Direct join /sf room <room_id>
List rooms /sf room list
GUI /sf menu → Room Browser or Quick Join
Leave /sf room leave

On join, players teleport to the entry point (or starter center if unset). Gamemode may switch to survival if anti-cheese.force-survival is true.

Waiting lobby

When auto-start-enabled is true and a player is first to join:

  1. Waiting timer starts (waiting-timer-seconds, default 30).
  2. More players can join until the room locks or max players is reached.
  3. If min-players is above the current count, the timer holds.
  4. When the timer ends, the room locks. Party scaling snapshots player count.

Messages show player count and time remaining.

Weakness vote

If weaknesses.yml has enabled: true, players vote before the countdown. See Weaknesses and Rewards.

Players click chat options or run /sf vote <number>.

Countdown

Plays in the starter room. Default 10 seconds (countdown-seconds). Debug mode can skip this.

At GO, the starter floor is removed and floor 1 schematic is pasted. Players drop to the first challenge floor.

Floor loop

For each floor:

  1. Mobs spawn at configured locations.
  2. Mob counter shows on actionbar, chat, or bossbar.
  3. When all mobs die, a clear message plays.
  4. After floor-drop-delay seconds, the current floor schematic is removed.
  5. Next floor pastes below. Falling hazard resets if enabled.
  6. Repeat until all floors are cleared.

Party scaling

With more players:

  • More mobs spawn
  • Mobs gain extra health (vanilla and Mythic)
  • Reward rolls get a multiplier

Scaling locks when the waiting timer ends. Disable globally in config.yml or per room in room settings.

Death and failure

Event Result
Fall below void-y-level Run failed, removed from session
Death with death-behavior: kick Removed from dungeon
Death with death-behavior: spectate Spectator mode
Death with death-behavior: respawn Respawn on current floor

dont-drop-inventory: false means vanilla death drops apply unless you change it.

Victory

When the last floor is cleared:

  1. Victory title, sound, and particles play.
  2. Stats are saved (time, kills, floors).
  3. victory.reward-commands run from console.
  4. Room reward table rolls if assigned via /sf setreward.
  5. After teleport-delay, players teleport to spawn (if enabled).

Difficulty labels

Shown in room list and welcome message:

Floors Label
1-3 Easy
4-7 Medium
8-12 Hard
13-20 Extreme
21+ Nightmare

Join in progress

allow-join-in-progress: false by default. When true, late joiners teleport to the current floor center.

Anti-cheese

Inside sessions (admins exempt):

  • No elytra, pearls, chorus fruit, or flight
  • Blacklisted items cannot be used
  • Block break/place blocked (unless soapsfloor.bypass.protection)
  • PvP off unless pvp-enabled: true

Stats and leaderboards

  • /sf stats opens personal stats GUI
  • Main hub → Leaderboards shows per-room best time and kills

Leaderboard cache refreshes every 60 seconds and invalidates on game completion.

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