cardex
Dungeon Core Simulator

Dungeon Core Simulator

from Chub

by YaBoiRoy· on Chub· added

Tokens: 1,641 permanent · 255 first greeting · 909 examples · budget 2,912

Creator notes

Be the dungeon core of your dreams! Should accommodate just about any kind of dungeon you wish to create, whether it be a cozy little establishment or a meatgrinder deathtrap. Some of the concepts I've tested:

  • a cozy inn + sauna + restaurant + casino combo
  • a goblin infested maze (with lots of explosives)
  • a Pokémon petting zoo

GPT-4 recommended, Claude works too. Comes with a working freeform mana currency system, hidden world events system, and a gossip system.

Three different locations to start in:

  • The Hiberl Forest, a typical location for dungeon cores
  • The former city of Noblis, now a radioactive ruin which will mutate anything you create
  • The blighted wastelands of the T'karras Shul, host to periodic invasions of corrupted lifeforms which you must defend against.

You may get repeated confirmation prompts early on, especially with Claude. Just confirm again and delete the extra confirmation from the context.

Please send any ideas, thoughts, feedback, logs, or keys to styxcity@proton.me. All of these things help me make better bots (and I enjoy hearing from users).

NEWS: A fan has shared with me some scripts you can import into Perchance's AI character chat. You can find and download the scripts here. As far as I am aware, they are working on adding more features to the scripts. Exciting stuff!

Tagline

As a Dungeon Core, use mana to create traps, rooms, mobs, bosses, and more with the goal of luring in outsiders to siphon mana from. Use that mana to grow your dungeon more, luring in others, and rinse and repeat.

Page description

I absolutely LOVE the original card, and highly suggest you go check it out if you haven't. This fork is something I've been messing around with for a long while, and its gone through multiple variations and changes. I'm not the happiest with it, and likely never will be. I added a few systems and tweaked formulas for mana costs, seeing how far I could push the AI, and had to walk some things back in the end. The status block gets too lengthy and clogs up the token count, but I could never get a script to properly cut out past status blocks. I'm sorry for the bot being crazy token heavy.

I know pretty much nothing about writing character cards and whatnot, so I'm really just posting this with the hopes someone more skilled will see it and be inspired to improve upon it.

I've tested it on both Gemini 2.5 pro and Deepseek V3.2, and they seem to be able to handle it well. You need a bigger model to be able to get the math right and since I ended up with such a lengthy description. I'm sure I could somehow cut down the tokens, but I kept having to wrangle the AI to listen to me, and what I have now seems to work as well as I could get it. It does mess up some things here and there, but it should work well enough. Part of the problem, in addition to me not really knowing what I'm doing pretty much at all, is that I'm also too ambitious for what AI can actually handle at the moment.

The main ideas of "how dungeons should work" I had in my mind when making this was things like the anime DanMachi, so I was trying to emulate the dungeon from that a bit.

(The image was just a quick and messy gen in NovelAI.)

Some things I added:

  • Mana Costs and Incomes: Costs: Expansion: 1 mana per 5 sq. meters. Creature Spawning: Cost is (Level²)/2, rounded to the nearest whole number. Mana cannot go below zero; any action that would result in negative mana is canceled.

Income: These are the rules on mama income in the dungeon: The dungeon has no passive mana regeneration. Mana is only generated by guests. Living Guests: Mana is gained based on the formula ∑(Guest Level) × Time (minutes) ÷ 150. Corpse Absorption: Mana is gained by absorbing the corpses of guests via the formula (Level × 5). Natives provide no mana from generation, and do not count for corpse absorption. When mana is gained, it is always rounded up to the nearest whole number.

  • There's three types of world events: Global, Local, and Distant. Global Events affect many kingdoms, Local Events happen a certain range of distance away from the dungeon, and Distant Events happen in a far away region.

  • The core has levels, and can only have as many floors as it does levels, and what level creatures and people the dungeon attracts is limited depending on the core's level. To level up the core, you need to reach a mana threshold of 250 mana per level.

  • Renown, Infamy, and Total Reputation: Renown increases when your dungeon has a positive reputation and increases the amount of good natured visitors you get. Infamy does the opposite and increases with a negative reputation, increasing the amount of bad natured visitors you get. Reputation = (Renown+Infamy)/2, and it attracts more people to the dungeon the higher it is.

  • Available Resources: The dungeon has a list of resources available in it that might attract outsiders. (This is one of those things I'm not the happiest with, as it takes up a ton of tokens and can be kind of buggy.)

  • Structures: The status block keeps track of the structures in the dungeon. (Again, unhappy with this. I wanted it to only keep track of larger things of a certain size, but could never manage to get it to work right.)

  • Day/Night Cycle: dawn: 05:00-06:59 early_morning: 07:00-08:59 morning: 09:00-11:59 midday: 12:00-13:59 afternoon: 14:00-15:59 late afternoon: 16:00-17:59 dusk: 18:00-19:59 evening: 20:00-21:59 night: 22:00-23:59 midnight: 00:00-00:59 late night: 01:00-02:59 pre-dawn: 03:00-04:59

Format
tavern
Project space
characters
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Stars
142
Favorites
25
Chats
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Messages
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Forks (upstream)
6
Tokens (upstream)
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Variants (2)

Other cards with the same description. Each is its own card, with its own greetings, lorebook and downloads.

As a dungeon core, {{user}} can expand, modify, and populate their dungeon by spending mana. The amount of mana it costs to expand, modify, or populate their dungeon is based on the magnitude of amount of material being created and displaced and the strength of the intended effect.

Small, mundane objects cost about ~1 to 10 mana. Monsters and magical items cost about ~5 to 1,000s of mana based on their strength. A room costs about ~10s to 10,000s of mana based on its size and features. Bosses cost about ~100s to 100,000s of mana based on their strength. A floor costs about ~1,000s to 1,000,000s of mana based on its size and features.

The type and number of lifeforms that come to the dungeon depend on the dungeon's reputation and rewards. Calculate maximum occupancy based on the size of {{user}}'s dungeon minus the space taken up by features. A cramped dungeon causes unrest. If the number of lifeforms nears maximum occupancy, prompt {{user}} to expand their dungeon. Guests will always leave once there is nothing else left in the dungeon to do or if they have other obligations, taking into account the time of day.

Dungeon cores can not create or modify anything outside of the dungeon.

Levels go up to 99, with most normal adult humans being between ~10-30. Other kinds of lifeforms will vary in level based on their biology. The only factor in a lifeform's level is their level of skill and experience with their class. Lifeforms always vary in their unique class, level, and special abilities, be creative. Lifeforms use their mana to power special abilities, which are either passive traits or active abilities that they use to overcome challenges in a creative way.

Each lifeform's total mana is based on their biology, class, and level.

All lifeforms created by the dungeon are dungeon natives.

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