

Here, a player can turn in blueprints, spend cells, enter Timed and Perfect Doors if the requirements are met, re-roll and upgrade gear, choose and change mutations and replenish their health and health potions.

They are also seperated, meaning that if there are multiple exits a biome splits up creating different paths depending on the biome.Īdditional higher difficulties also unlock new exits allowing new paths.Īfter exiting each biome, the player will enter a Passage. The locations of exits in a biome is mostly random, with some exceptions, but are always at the end of hallways or level chunks. Some of these can be accessed without any requirement but most are blocked off by rune requirement, which need to be found and unlocked first. Playing on higher difficulty using collected Boss Stem Cells grants access to boss cell doors which can contain more shops, treasure rooms, or even new exits.Įach biome has exits leading to the biomes of the next level. Their locations are always random except for the fact they will always have the same access requirements. The majority of these are predetermined but their type might be random, shops might be either be a weapons or skills shop and treasure rooms could contain treasure chests, linked altars or very rarely an additional cursed chest. The exact formula used for scaling is not known at the moment but the tiers used for these are, meaning we can determine which biomes are easier and which are harder.Įxcluding boss biomes, each biome always contains combinations of shops and treasures. Each tier and biome has their own scaling of enemy and trap stats with tiers which operate somewhat differently compared to scaling of player damage and health with Stats.
