Weekly Dungeon Network and Discovery explains how ApeScape connects its 1000 dungeon floor IDs into a repeatable weekly traversal graph instead of treating each floor as a fixed one-off path.
In the current Unity design, the dungeon network is rebuilt from a weekly seed. The documented rule is stable within the same ISO week and changes when the ISO week changes. That means players can revisit the same week and expect the same network graph, while a new week can produce different links between floor IDs.
This page should distinguish three related ideas:
dungeon floor is one numbered floor ID with its own layout.dungeon network is the set of directional links between those floor IDs for the active week.discovery map is the player-known portion of that weekly graph.Supported exit directions in the documented system are North, South, East, West, Up, Down, Portal, and Secret. The source spec says the cardinal directions are graph directions rather than a literal fixed-grid promise. Portal exits are the long-jump path in the graph. Secret exits can hide their destination until the player traverses them.
Discovery starts from the player's entry floor. Visiting a floor discovers that node. Visible exits from a visited floor are revealed, while secret destinations can remain hidden until used. After travel, the discovery state updates to reflect the player's new known portion of the graph.
The current session flow ties this system back to Top Side city entrances. A Top Side entrance begins the dungeon network session, the session builds the weekly network, the discovery service initializes the start floor, and the current floor is tracked while available exits are shown. In development, the documented debug flow includes an F9 panel that displays known graph state.
For player-facing wiki copy, this page should stay careful about production guarantees. The source docs describe the intended behavior and also note that server-owned discovery and server-side validation for portal and secret links are still production notes rather than finished public claims. This should therefore be framed as the documented Unity pre-beta system design, not as a statement that every persistence or multiplayer behavior is already live.