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Wiki - Field Guide
Dungeonbound Unranked Climb roster with Flame Knight selected and locked specialist silhouettes

Modes compared

Four contracts, four different games

Dungeonbound's modes are not difficulty sliders. They change what you keep, what you lose and who is waiting on the next floor. Pick the contract that matches the session you actually have.

Modes
4
Players
1-4
PvP
Asynchronous
Daily
Shared seed

Official Steam screenshot

Quick decision

Keep everything

The Long Haul ->

Chase a rank

The Climb ->

Bring friends

Co-op Climb ->

One shared attempt

The Daily ->

The comparison

What each contract actually asks

Mode Structure What carries over What you risk Defining system
The Long HaulPersistent Incremental campaign, 7 heroes, 5 descents Loot, levels, gold, permanent upgrades A floor setback, not the account Seven separate hero economies, 400+ permanent upgrades, per-hero quests
The ClimbRoguelike Self-contained run, 5 hearts, 5 relic picks Rank only The entire run build Asynchronous rivals, floor-8 promotion, type bans
Co-op Climb2-4 players The same climb with a team Team climb, team rank Shared five-heart pool Separate purses and shops, loot dice, gifting, team rivals
The DailyShared seed One run, one hero, three modifiers Leaderboard depth The day's attempt Every player gets the same rooms and purse

Not sure yet?

Start with the mode that forgives a bad board

The Long Haul keeps your loot and levels, so a bad fusion is a lesson instead of a lost run. Once the board makes sense, move to The Climb for the pressure. The beginner guide walks through the first hour in either mode.

Read the beginner guide

Quick answers

Mode FAQ

What is the difference between The Long Haul and The Climb? +

The Long Haul is persistent: you keep loot, levels and permanent upgrades after death. The Climb is a self-contained roguelike run with five hearts; losing the last heart destroys that build and only your rank carries over.

Which Dungeonbound mode should I play first? +

If you want to learn the systems without losing a build, start with The Long Haul. If you want the roguelike loop and asynchronous PvP, start with The Climb. The game does not publish an official recommended order.

Can you play Dungeonbound solo? +

Yes. The Long Haul, The Climb and The Daily are all playable solo. Co-op is optional for two to four players.

Does The Daily use the same hero for everyone? +

The Steam page says one hero and one purse for everyone that day. The exact hero selection rule and reset time are not published, so we mark those as unconfirmed.

Sources & verification

Checked 2026-11-15
  1. 01
    Dungeonbound on Steam Official Store description, feature list, modes, system requirements, languages and release date.
  2. 02
    Dungeonbound v0.1.40 Update + Mac Build for demo Official The Grave, speed baseline, item balance, climb win condition, Mac demo build.
  3. 03
    Dungeonbound 0.1.46: Halloween Update Official Pumpkin Head, Haunted items, co-op lobbies, Mythic relics, PvE-only climbs, status changes.
  4. 04
    Dungeonbound v0.1.50: Potions, Runes & Late Game + 40k wishlists Official Rune rework, potion rules, new hero Jeiku, forged-item growth, fatigue, speed curve.
  5. 05
    Dungeonbound v0.1.51 + 55k wishlists + 7 days until launch Official Pricing indication ($10-12), item shrines, fusion preview, Loaded Dice, Jeiku, QoL and fixes.
  6. 06
    Dungeonbound Review: The Bag Does the Fighting Press Pre-release impressions of the demo, including affinity tooltips, tag sets, fusion space savings and fatigue.

Screenshots and patch notes reflect pre-release builds. Where the launch build differs, the source label tells you how much weight to give a claim.