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Roguelite Mode
July 22, 2026 at 02:07 AM
Corrected run structure to Depth Layers with a boss per layer, fixed Dream Shard to Sleep Token conversion, replaced inaccurate blessing examples with the real pool, and added a Room Types table
Roguelite Mode, called Somu's Dream in game, is the dream-diving side mode added to Alabaster Dawn at the May 2026 Early Access launch. It is a roguelite layer built on top of the main combat system: each dive descends through procedurally arranged layers, Juno drafts a temporary loadout from Blessings along the way, and the currency carried back out buys permanent Perks on the main save. The developers have been explicit that it is optional side content and that the main story can be finished without ever entering the Dream.

Access to the dream world is gated by the NPC Somu the Dreamer, a strange entity Juno comes across during her travels on Tiran Sol. The mode becomes available towards the end of the plot included in the Early Access release, so a first-time player reaches it late in the current content rather than early. Once it is unlocked, Juno can return to Somu and start a new dive at any later point.
Currency | Source | Use |
|---|---|---|
Dream Shards | Dropped by enemies, released by destroying objects in the environment, and awarded for completing objectives inside the Dream. | Spent during the same dive at Shop Rooms to buy Blessings. Whatever is still held when the dive ends is converted into Sleep Tokens. |
Sleep Tokens | Converted from the Dream Shards held at the end of a dive. | Persistent currency. Spent at Somu's menu between dives on permanent Perks. |
This two-currency split is the heart of the roguelite loop. Dream Shards reward in-the-moment decisions about how to build a single attempt, while Sleep Tokens reward sustained play across many attempts.

Inside a dive, Juno picks up Blessings at choice points between fights, and each one lasts only until she leaves the Dream. The pool covers flat stat boosts such as Armor Boost and Life Boost, Aspect-locked combat effects such as Chain Spark and Thunder Clap that only fire while the matching Aspect is active, and utility effects such as Mappa Mundi, which reveals a floor layout and its locked gates. Blessings run from Common up to Legendary, and the higher rarities only start appearing deeper into a dive.
Each dive is segmented into layers, shown in game as Depth Layers. Every layer takes its look and enemy mix from an area Juno has already visited in the main game.
Each layer ends with a boss fight.
The deeper the dive goes the better the rewards get, but enemies grow stronger in step.
How far Juno can dive before she wakes is capped by her story progression, so the depth ceiling rises as the campaign advances.
Levels, gems and weapon upgrades from the main save carry into the Dream.
Healing Bulbs and Boost are reset on entry and handed back once Juno wakes. Boost can be re-activated inside the Dream through special rooms.

Somu's menu spends Sleep Tokens on permanent Perks. Room Perks add new room types to the Dream or improve ones already in rotation, while Utility Perks change starting resources, rarity ceilings, and the reroll and banish systems. Perks persist across all future dives and can be toggled on and off individually, so an unwanted room type can simply be switched back off. Several perks stay hidden until a prerequisite is bought, and some carry an in-Dream milestone that must be met before they can be purchased.
A dive is built out of distinct room types. Which of them can appear depends on which Perks have been bought and switched on.
Room | Contents |
|---|---|
Blessing Room | Two random Blessings, rising to three with the Inception perk. Spawns on every Depth Layer and is active from the start. |
Shop Room | Exchanges Dream Shards for Blessings. Once unlocked it always spawns once per Depth Layer. Prices scale with the current Depth. |
Rest Room | Two random dishes from owned Recipes. Eating one grants its boosts, restores all Healing Bulb charges and heals 25% of Life. Appears every five Depth Layers, starting with the first. |
Combat Room | A standard fight. With the Midnight Snack perk active it also drops two to three small rewards such as Shards, rerolls, banishes, Life regen or small stat upgrades. |
Trial Room | A tougher combat encounter that rewards a Blessing from the Treasure pool. Base spawn chance is 50%. |
Bounty Room | Packed with forageables that drop large amounts of Shards. Base spawn chance is 25%, doubling to 50% with the second Bounty Rooms perk. |
It is a more concentrated combat test than the main story, useful for practicing parries and Divine Art timing against tighter enemy pacing.
Permanent perks earned in Roguelite Mode are not story-blocking; the main campaign can be cleared without them, but they offer extra build flexibility.
It is positioned to grow over the Early Access cycle as more Aspects, Divine Arts, and enemy variants enter the dream-world pool.
A confirmed future crossover will add a guest playable character to Roguelite Mode. Zura, the lead character of a separate partner game (SHADE Protocol), is planned as a playable reskin of Juno for runs through Somu’s Dream, alongside a set of themed Divine Arts elsewhere in the game. The developer has stated this content is not in the current build and will be the focus of later development, potentially landing in post-1.0 updates, so treat it as planned rather than available.
Somu the Dreamer