Retrying Dungeons
A dungeon can be retried freely after a loss and re-fought after a clear. But repeat runs pay reduced rewards - the first-clear payout is a one-time thing.

How Retries Work
If you lose a dungeon, you can immediately retry as long as the required habits are still satisfied. There's no cooldown, no extra currency cost to attempt, no limited-attempts counter that locks you out.
A retry starts the whole dungeon run fresh:
- You re-assemble the party on the selection sheet - optional picks can be changed.
- The run starts at the first soldier-phase encounter.
- There's no "start from the boss" shortcut. If you cleared three soldier encounters before wiping on the boss, the retry puts you back at encounter 1.
Diminished Rewards on Re-Fights
Once a dungeon has been cleared, the first-clear reward payout is done. Running the dungeon again is allowed - freely - but the reward is scaled down:
- Gold - the first-clear gold reward is granted once and only once.
- Guaranteed item drop - the guaranteed drop is a first-clear reward too. Subsequent wins don't grant it.
In-battle effects still produce their normal drops and outcomes (any combat-system rewards tied to specific battle events apply), but the dungeon-level "you beat this dungeon" payout doesn't re-trigger.
Why one-time rewards
Letting repeat clears pay the same as the first would turn the dungeon into a grindable income source and defuse the sense that finishing the goal meant something. The design is generous about letting you re-fight - you can revisit anytime - but the first clear is the one that pays.
Why Re-Fight, Then?
Several legitimate reasons:
- To see how a stronger party handles an earlier fight. A dungeon cleared at the recommended level feels different six months later when your soldiers have outgrown it.
- For satisfaction. A dungeon that took several attempts the first time deserves a victory lap once you're strong enough for it to feel routine.
- To test a different optional-habit composition. Swapping optional soldiers lets you try a different party shape.
- Content exploration. If you missed details in the dungeon's theme or fight flow the first time around, a re-run gives you the tour.
Attempt Counter
Every attempt - win or loss - is recorded against the dungeon as a single fight record with an attempt counter. The dungeon detail page shows it, giving you a simple record of how many times you've engaged with this particular dungeon.
When to Walk Away
If a dungeon is above your current build's capability, it's completely fine to leave it. Dungeons don't expire. There's no timer, no "fail and lose access forever" mechanic. A dungeon you can't clear today will still be there in a month, when your soldiers have leveled up from continued habit engagement and your avatar has better equipment.
The best dungeon prep is real-life consistency
Since soldier power comes directly from habit engagement, the fastest way to make a hard dungeon clearable is to keep the habits going for a few more weeks. A party whose soldiers have leveled up meaningfully will often trivialize a fight that felt impossible before.
What Happens If a Required Habit Goes Missing
If you delete a required habit after clearing a dungeon, the dungeon re-locks - you can't re-fight until you re-adopt the habit. Re-adopting creates a new habit (not the same soldier from before), but as long as the template link is in place, the dungeon opens up again.
Your clear record stays intact the whole time.
