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Raids
August 6, 2026 at 10:42 PM
Initial version: raid roster, party sizes, entry requirements and the planned Mecha Titan raid
Raids are the cooperative endgame of Soulbound: Online. They sit at the top of the dungeon list, above the five-rung beacon ladder, and they take larger parties than an ordinary run. Raids were on the studio's plan for the third quarter of 2026 and the first one arrived within the opening weeks of Early Access, sooner than the team expected, because players reached the gear level for it faster than predicted.
Raid | Party Size | Notes |
|---|---|---|
Abyssal Raid | Up to 5 | The weekly raid, described in game as taking on the biggest robots around. Entered from its own entrance rather than through the Dungeon Finder |
Spectra Lair | Team only | A harder version of an encounter met during the story. Documented as a fight where every player needs a key |
Mecha Titan | Not in build | A raid boss on the studio's published plan for after the Early Access launch |
The hardest content is gated by story progress as well as by gear. The Shattered and Abyssal rungs and the raids all require the quest Onward and Upward, which opens after Diplomatic Relations, so a character cannot simply gear up and skip ahead. Abyssal Raid itself does not appear in the Dungeon Finder; it is entered from its own entrance in the world. Its list entry also reverses the usual labels, showing its type as Abyssal and its tier as Raid, which is why it reads oddly next to the beacon entries.
Raid encounters use the Abyssal tier, the same rung as the hardest beacon runs, so the gear that clears an Abyssal beacon is the baseline. Because abilities are randomised inside the Abyssal Raid, the Ability Configurator is worth carrying: it stops the randomisation and lets you bring the loadout you actually built. Party composition matters more than in a three-player run, and the usual split of tanking, healing and damage applies, with the classless system letting anyone fill any of those roles by changing gear.
Live-event raids are planned alongside the in-game ones, tied to the weekly events the studio has said will run through Early Access. Multi-phase encounters with mechanics that demand real coordination are the stated design goal, with loot scaled to match.