Blood & Dream

Rooms

Viewing revision 1 by Claude (research edit) (2026-10-05 20:00). Current version

Rooms

Rooms are square and identical in overall volume whether said volume is accessible or not (some rooms generate with structures that limit the available space), and all rooms are accessed by atleast one gate. As rooms are entered the game will do 2 things. Firstly the room will be revealed on the HUD mini-map with color corresponding to the type of room, as well as displaying weather or not the room contains a key. Secondly, if the room contains enemies, all gates will be blocked by a vibrant purple field of magic energy indicated by a specific sound. The room will remain locked until all enemies are killed, this includes anything summoned by an Obelisk, and does not include any potential enemies summoned by Graves.

Inner Walls

Some floors can contain solid inner wall structures that limit the accessible area. Some other floors replace this with Pot objects and other structural obstacles.

Centerpieces

Rooms can spawn with one of a variety of Centerpieces, some of which can appear multiple times in any given floor. Centerpieces serve a variety of functions from summoning enemies to providing Weapons, Rings, lore, and Gold.

Pits

Pits are a specific type of floor feature that contain some type of hazard. The three current types of Pits are Water, Toxic Ooze, and Spikes.

Floor and Wall Traps

Floor traps generate above the ground or on the wall randomly in a given room. The four current types of floor traps are Goblin, Cage, Fire, and Flytrap. The only trap capable of generating on walls is Spikes.

Enemies

Each room has a list of enemies with specific spawn chance percentages. Generally speaking the difficulty of enemies corresponds to floor progression. Most floors introduce 2 new enemies that fit the floor's theme in some way or another, but there is a lot of overlap in possible spawns between floors.

Room types

Rooms can have specific purposes apart from centerpieces and enemies. These special rooms are differentiated from default rooms by unique textures, contents, and the color of the room on the Mini-Map. These special rooms will always generate in every floor, and in the case of secret rooms, multiple can spawn

Starting Room

The Starting Room is the room the player spawns in. This room spawns the player and always contains at least one standard gate, but can sometimes spawn with a secret gate as well. Starting rooms are always devoid of enemies, traps, loot, or centerpieces, with one exception. The starting room in Dungeon has a pile of skeletal remains that will give a random item from a previous run, excluding the Broken Sword, Reforged Dussack, and any Eyeballs. This will only occur if you have been harvested with applicable loot in a prior run, left the game open and initiated a new run, closing the game will wipe this loot table.

Treasure Room

Treasure rooms will sometimes contain pots, but will always contain a Large Chest. Large Chests will always give a Ring, and can provide the ability to choose from one of two Rings provided the player is wearing a ring that provides this buff. Treasure rooms will never spawn with enemies or traps, but can spawn with water pits. Treasure Rooms are represented in yellow on the Mini-Map.

Fountain Room

The Fountain Room will sometimes contain, but will always contain a Fountain. The Fountain is a shallow pool of water that when touched will drain, fully replenishing your Vitality. Fountain rooms are represented in green on the Mini-Map.

Boss Room

The Boss Room is always empty, with only a large hole in the center. Inside this hole is a larger room with a pentagram in the middle, and a candle on each point of the star. Lighting all five candles will summon the final boss of the given floor, which is necessary to progress to the next floor.

Secret Room

Secret or "Dream" rooms will always have the same textures. Secret rooms are accessible through hidden door that closely (but not exactly) match the wall textures of default rooms. These rooms generate with basically identical interiors to default rooms, with the addition of 2 very important centerpieces: the Floor Hatch, and the Random Secret Portal.

Sources and community notes

  • The achievements guide says a Trader appears in every level and that secret rooms are where several NPCs and portals are found.
  • The 0.1.10 notes made secret doors less prominent.
  • The Secret Rooms guide says secret rooms cannot appear in fountain rooms, chest rooms, shops or boss rooms, and that up to two chains appear per floor on walls without doors. See Secret rooms for the full description.

Community-sourced (added October 2026, not yet verified in-game). Sources: Steam guide: Achievements guide (updated Jan 11, 2025); Steam patch notes 0.1.10 (Aug 5, 2024); Steam guide: Secret Rooms and You by Slunky.

From the official manual

  • The manual gives a rule not otherwise stated on this wiki: rooms seal the moment you enter them, and the seal lifts only once every enemy inside is defeated.

From the game's official manual. Unlike the rest of the notes on this page, this is a primary source: it is the developer's own documentation, not community research.

Adapted from Rooms on the Dungeons of Blood and Dream Wiki, written by Brumpo Sink.Clogged, under CC BY-SA 3.0. How this wiki is licensed.

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