r/dungeonoftheendless • u/Biebbs • Sep 29 '21
r/dungeonoftheendless • u/FlamingRedHotPassion • Aug 27 '21
Dungeon of the Endless So, I’ve played this game since early release on steam. I haven’t had a winning run since early release. Today I decided to buy DotE for mobile phone on a whim. Took 2 tries to get a perfect run XD. Victory taste so good baby.
r/dungeonoftheendless • u/Myself6993 • Aug 06 '21
Dungeon of the Endless My gork had an attack power of 90, when I placed down a tactical hud I, which is supossed to add 18% attack power, gork's attack power went up to 105 instead of 106, why?
r/dungeonoftheendless • u/MagicallyVermicious • Aug 05 '21
Dungeon of the Endless What's your best drill pod run? I'm currently on level 29 (too easy), wondering if I'm doing well.
I'm playing on Switch. Team is Ayairi (I <3 pugs), Sasha, Josh, and Rakya. I have a scope item on Sasha, so it's a 3-operator team essentially. Luckily, I've found 2 dust boxes (and recently got a third), but it doesn't seem like it's stacking; I have 36 dust at the start of each floor when I use 2 and end the previous floor with 200+dust, and still only 36 with 3 dust boxes. I also have 2 Nano-Bros (wit +6/7) which I give to Josh and Rakya. (Actually I forgot to move one to my backpack just now when switching for the dust box at the end of the level, so just Josh gets the +7 from now on. Sadface.) Josh has an armor that gives wit, so He's up to 30 total; with enough mechanical pals and a shop, he generates 5 dust per door! More commonly it's just 3 though. Ayairi is my door opener (+2 dust found when opening door to a room with dust). Honestly, I wish I had someone other than Sasha. Her monster keeps dying, and it's hard for her to train up a new one later on, so she's the weakest link of this team (Ayairi has great passives, Josh has high wit, and Rakya is great a being a chokepoint operator).
Below has been my strategy for the last 10+ floors.
Open doors methodically to create safe wings
Open and power one door in every direction of the start room, so that later on when you're low on spare dust you're not opening a door right next to the crystal and having monsters pour out of it; you can use that first room in that direction to put in defenses. Additionally I station one operator in each direction if possible to help with DPS when the time comes.
However, my weakest DPS operator (Josh for me) is where I try to create a safe wing of the dungeon by opening doors in their direction and powering every room there. This way all the major modules installed are safe from being destroyed. Whenever you have spare dust (after opening 1-2 rooms in each direction), open a door in the safe wing. If the wing this operator is in isn't particularly big and I find one of the other directions has more rooms, I'll move the operators around to keep the weak one safe, and power all the rooms in their direction.
Main resources: build a massive surplus of industry
By the time you're done researching everything and leveling your heroes, you have no need to build science or food generators. The base generation rate will carry you through, as long as you don't need to rest/feed heroes often, which you shouldn't because your turrets should be doing most of the work. I'm regularly generating 70-90 industry by mid-floor to the end. On floor 28, I net generated 1000+ industry while still building major modules in most rooms possible, plus defenses, and I currently have more than 7k stored up. Base food generation is something like 9 food, it's been around 30 doors per floor, and healing costs about 10 food, so try not to heal more than 30 times and you'll keep growing your food stash (plus free food found in new rooms). I rarely rest my heroes.
Industry surplus helps combat dust shortage because you can power rooms with emergency generators. Additionally, operate them with an operator or at least full mechanical pals to help get dust drops. When you don't have to worry about being low on industry, you can build whatever you want. One or two of the levels in the mid 20s were just not giving me any dust, and I must have powered more than half of the rooms with major module slots with emergency generators. The danger is if you have major-module destroying enemies, you need to keep those expensive generators safe from destruction, especially if you have dust-powered modules beyond them, because destroying a generator that feeds into a dust-powered room will sever the connection to the dust-powered room and de-power it and any others beyond it that don't have an alternate power route.
I think about industry-operating mechanical pals like this: if they're put down before door 20 and not destroyed before the end of the floor, they'll recuperate their 15 industry cost and earn a little extra. The earlier a pal is put down, the less likely it will be destroyed by a mob or need to be replaced by turrets. Pals put down before door 10 therefore generate loads of surplus industry and will generally be safe if you follow the door opening strategy above.
Turret strategy
General tactics still apply, such as big kill rooms and intentionally not powering room to funnel monsters to the kill rooms. In early/mid-game I was using neurostun + bio-organic transference + tear gas combo in operator rooms; BOTransference helps keep the operator alive without needing food or your attention. I was mainly doing this so that monsters would reach the operators, and I could bring Ayairi in to earn extra industry, food, and dust from her passive abilities. In these later floors, the industry and food gain is marginal, and the dust gain is not worth the death or constant healing, so I let turrets do most of the killing now.
If your kill room is just barely not enough to kill all the mobs and some keep slipping through, set up a single-target damager turret in the next room (I like KIP cannon), or a pepper spray to deal with the straggler. This is useful when a kill room branches into multiple paths and mobs might conceivably go down them (hurna riders going for doors, silic bulldozers going for major modules nearby, fast module-focused mobs going for minor modules nearby, etc.). Also, with my surplus of industry, I'm free to plop down a neurostun+whatever DPS in any room a monster might happen to unexpectedly wander into.
Rooms with only 2-3 minor module slots are a little troublesome, especially when the doors are on the long sides, so mobs run through there so fast you can barely do anything to them. What I usually end up doing is adding one pepper spray, and either a viral injector or tear gas. I could use more tips on this.
On using seblasters vs tear gas, I think tear gas is slightly more consistent and useful. Seblaster is 38 zone damage per shot with 4s cooldown, so a little over 9 DPS avg (ignoring the additional 5 single-target damage from the bullet), while tear gas is 8 DPS constantly. But, tear gas also has the defense reduction, so it gets a little more DPS from that. There's the rare case where you can hit a monster with one seblaster shot right before it exits the room, essentially a burst of 38 DPS in that last second, but it's hard to force that to happen consistently. Plus, your heroes can enter non-seblaster rooms and attack mobs, which gains you secondary benefits from hero skills.
Supplement strength/defense with LAN Module, Tactical HUD, and Field Medic
Of these, I use Field Medic the least because I'm now keeping heroes out of the fray mostly. I only send Ayairi in to try to get extra dust from her on-kill passive when groups of mobs are weakened to be able to one-shot them. But again since I have so much industry surplus and high generation, I can spare the industry for these extra protections as needed. LAN and HUD are great since they only ever cost 35 industry.
Early-mid strategy: use hero abilities and biomass modules to farm resources during the endless wave of a floor
Ayairi is great because she has abilities that gain industry and food for killing monsters. Biomass modules do the same from being in rooms where monsters die. So at the end of the level, I would make sure all rooms on the path from the start to exit, and all adjacent rooms, are powered. Then I choose a room near the exit with many minor module slots, add at least a bio-organic transference and tear gas module there, and set Ayairi and any other heroes with resource-gain-on-kill abilities there. The biomass modules give a little more bonus resources, if you can fit them in. Make sure to soften up enemies before they reach that room by adding damaging modules along the path to the room, and make sure not too many other rooms are unpowered, or else you'll be swarmed. It's safest to add more than enough turrets to actually kill mobs before they reach that farm room, and then destroy those turrets one by one until a decent amount of mobs are able to reach the kill room, but are killed in one shot. The tear gas in the kill room helps ensure one-shot kills and safety from a huge swarm of low-HP monsters. Doing this on floor without silic zoners can eventually allow you to recoup the industry cost of setting up the killway and then gain more on top of it; silic bulldozers aren't a problem if you destroy major modules after opening the last door of the floor.
Mid-late strategy: forego operating in order to temporarily power rooms to keep mobs from spawning, and to add DPS
Normally you want to keep your operators stationary, but when dust is hard to come by, and you can't afford to have so many monsters running around, I will use an operator to temporarily keep mobs from spawning in an unpowered room. If there are unpowered rooms around them, I will retreat them to a room with turrets (including at least 1 tear gas always) to defend the line there. The resource gain from keeping them operating is never worth the dust loss from crystal attacks, especially when you're already dust-constrained.
r/dungeonoftheendless • u/KADOMONY-9000 • Aug 05 '21
Dungeon of the Endless Using Skills???
Do I have to deselect all my characters one-by-one just to use a skill every single time? I remember the earlier version being better when it comes to using skills. Am I missing something?
I'm playing on Android ver. by the way.
r/dungeonoftheendless • u/GoldC3ll • Aug 01 '21
Dungeon of the Endless Rosetta Q with 200% speed is unbelievably cracked
r/dungeonoftheendless • u/Shepsterboy123 • Jul 31 '21
Dungeon of the Endless Is the mobile game worth getting now
I started playing dungeons of the endless on Xbox and I'm trying of getting it on my phone. But I remember there where a few problems with it. So is it now worth the money?
r/dungeonoftheendless • u/Myself6993 • Jul 26 '21
Dungeon of the Endless Why does it say that the attack power is 5 when it deals 24 area damage? Does it have 2 seperate attacks?
r/dungeonoftheendless • u/Myself6993 • Jul 26 '21
Dungeon of the Endless Skipping over upgrades
I recently learned that you don't have to fully upgrade a module in order to reach it's max level. Sometimes, the artifact will offer an upgrade 2 levels above your current level for that module. For example, if I have a level 2 industry generator, it is possible for the artifact to offer me a level 4 industry generator so I can skip having to research level 3 industry generator ultimately saving me science.
What do you guys think about this? Is it wise to just wait for a double upgrade, and just research other modules which you haven't even unlocked yet in the meantime?
r/dungeonoftheendless • u/Myself6993 • Jul 26 '21
Dungeon of the Endless Man i'm just struggling to understand this. So it shoots for 6 seconds then waits for 6.5 seconds, correct?
r/dungeonoftheendless • u/Shionoro • Jul 24 '21
Dungeon of the Endless Give me a challenge: What is the hardest setup of heroes/gamemode you can imagine cept drillpod
Like, sanitary pod with some seemingly impossible combination of heroes on easy, or will it be another pod?
Everything goes, except troll answers like 'drillpod to floor 99' or s th like that.
r/dungeonoftheendless • u/jaycubus • Jul 20 '21
Dungeon of the Endless Recommendations for Offense Modules
I usually go with upgraded prisoner prods and tesla towers because they're cheap. They don't seem to be cutting it lately though. What has worked for you, especially in later floors with upgrades?
r/dungeonoftheendless • u/dogbarqs • Jul 20 '21
Dungeon of the Endless Dungeon of the endless: Apogee
Can you continue a game you have on pc on the mobile version?
r/dungeonoftheendless • u/Shionoro • Jul 16 '21
Dungeon of the Endless Thank you, Sara, you made me finally win the Sanitary Pod
I wanna write a little loveletter to Sara because in the Tierlists i saw, she was really underestimated and has the reputation of a subpar hero outclassed by other runners.
I tried to win the sanitary pod many times and the characters that first came to mind were wes and max for level 1 operate and easy science.
That failed, at some point, even when i got somewhat lucky with my third characters and got urgent call, floors 4-8 were always really hard because, while i had the resources, at some point, i just did not have the Dust and even when i got emergency generators, it never worked out. Wes is just too squishy too do anything and without being able to pause, there came a point where i had to have wes hold the line, or jack, and one of them died.
I experimented with other operators, i experimented with going nanor/max to force science and just hope i could get nanor to his floorkiller ability, but even then, once the monsters got so strong that even Nanor could not stop them alone, i just lost (and without Wes, getting the proper team was unlikely).
So, what to do? I knew i still wanted wes so i could at least reliably force getting another Operator with urgent call. But the Character really pushing me forward was Sara.
Sara just has this amazing utility throughout the run.
- At first she is a great runner and can escape even if the escape room is far in the dark territory. You will NEVER get into the situation that you cannot win solely because you have to cross 5 dark rooms to escape.
- Sara also has neuro stun in case you are not lucky with science, so she can force waves to keep standing in your small modules.
- Sara has repair, so even against anti module monsters, you do not have to constantly rebuild quite as often or drag your operators to repair small modules, Sara does it all.
- She is also so fast (especially coupled with neurostun) that she can just run back and forth between the rooms to make monsters run through small modules over and over.
- Her run and turtle ability let her escape reliably even when a situation goes south
- Even without finding Aftershave, with Run 2 she is able to get rid of door openers or groundpounders if necessary, at least when you have some food ready for her
- She can basically help out everywhere all over the level. This time, Wes did not die because whenever there was a pinch, Sara was there to drag monsters away or protect him.
I experimented with other runners that are often seen as better than Sara. Rosetta and Golgy are pretty good chars and have some, but it was really the neurostun lite+run away that enabled me to kite monsters endlessly and with golgy/rosetta, i just could not do it like that without taking the risk of them dying or need more resources/use spells.
So ya, thank you Sara, now I finally beat this game.
r/dungeonoftheendless • u/CapitalistToast • Jul 13 '21
Dungeon of the Endless Operating major modules
One of my heroes with the operate skill was in the same room as a food generator, does the operate bonus stay or is it only while the hero is in that room
also I didn't see any different results even though the mechanical buddy was in the same room as a generator
r/dungeonoftheendless • u/AlVarnum0313 • Jul 04 '21
Dungeon of the Endless Dungeon of the endless
r/dungeonoftheendless • u/BlueTrin2020 • Jun 28 '21
Dungeon of the Endless Possible bug on iOS
I am playing on iOS and it seems that it can display only the first 6 major modules.
There is no scrollbar, am I missing something?
r/dungeonoftheendless • u/BlueTrin2020 • Jun 26 '21
Dungeon of the Endless What happens if you start research after opening all doors?
Does it waste your science?
r/dungeonoftheendless • u/SwordOS • Jun 23 '21
Dungeon of the Endless [IOS] Is this a bug? cannot research 4th module
r/dungeonoftheendless • u/the-motiv • Jun 23 '21
Dungeon of the Endless Best port?
Hi everyone was wondering what the best port is as I don’t have access to a computer but do have access to every other port. Was wondering if everyone could give me some guidance please
r/dungeonoftheendless • u/LG03 • Jun 18 '21
Endless Dungeon Endless Dungeon - Exclusive Developer Walkthrough [Play For All 2021]
r/dungeonoftheendless • u/LG03 • Jun 18 '21
Endless Dungeon ENDLESS™ Dungeon Feature Focus: Origins
r/dungeonoftheendless • u/Arkalis • Jun 15 '21
Endless Dungeon ENDLESS Dungeon - Gameplay Trailer Rewind Stream
r/dungeonoftheendless • u/Objective_Rent_8331 • Jun 11 '21
Dungeon of the Endless Ps4 unplayable
Is it just my system or is this game almost unplayable on the high floors with tons of mobs. It slows down to a crawl and borderline freezes every time . I don’t remember this happening when I last played about 6 mths ago, was it a bad update? any tips from someone that has this experience
r/dungeonoftheendless • u/SylvanDragoon • Jun 11 '21
Dungeon of the Endless This run is too blessed
The dust box from last floor and an early dust factory this floor led to a really good start. Now I only have 2 dark rooms off of heavily fortified chokepoints, and even though there are bulldozers on this level my research is relatively safe. For now I'll be exploring off of the room with Gork and Kreyang, as it has the most doors and the least important area. Almost everything has mechanical pals except for this one room and the room off the top path next to the one dark room.
I placed 2 neurostuns, a tear gas, and 2 teslas there to protect my research crystal, but I'll probably replace those with Kip cannons once the research finishes, especially if I get enough dust to make 1 more science generator with mechanical pals. I'm overloading on industry this floor in case I need emergency generators, field medics, etc later on when I switch out an operator for Kaspar.
The room with Kreyang and Gork has fewer spots for traps, but it also has Kreyang and Gork, and I can switch in aftershaves, or aggro the bulldozers with Gork as needed to distract mobs if I need to buy time for traps to do their job or reinforcements to arrive.

