Dungeons are the instanced, roguelite half of Soulbound: Online. Where the overworld is persistent and shared, dungeons are private runs that never play the same way twice. Every floor reshuffles its encounters, hazards, and loot, so success depends on adapting rather than memorizing.
How Runs Work

Each room reshuffles, and many rooms unlock relics that warp your abilities mid-run
Runs scale for solo play or up to 3-player co-op
Combat is fast and bullet-heaven style, with screen-filling waves
Pushing deeper raises both the rewards and the risk of losing what you carry
Because the dungeon layout and relic offers change every time, two runs of the same dungeon can produce completely different builds and outcomes. This is the loop the studio describes as fusing meta progression with survivor-like chaos.
Raids
Beyond the 3-player dungeons, Soulbound supports larger raids for 5 or more players. Raids are part of the cooperative endgame, and additional raids are among the content planned during Early Access. Specific raid encounters are not detailed yet.