Setting
The Hall of Legends and the dungeon below it.
Dungeon Delvers takes place beneath a fortress whose surface long ago became a tomb. The Hall of Legends — the leaderboard you see on the main menu — is the historical record of the adventurers who tried to map the lower floors. Most did not return. The deepest room any of them reached is what gives them a place in the Hall.
The dungeon is not procedurally infinite in lore terms — it is finite, dark, and structured around the patterns left behind by what built it. Every 5th room ends in a Dungeon Lord because those floors were built as gate-keepers, not as natural rooms. The torches that line each corridor were lit by the previous expedition.
Multiplayer roles
Co-op identity.
A balanced party usually has one player comfortable on the frontline, one player clearing from range, and one player saving AoE for crowded moments. Four identical class picks still works — but the team must solve the same weakness together.
Multiplayer pacing
The party sets the floor.
Multiplayer runs are limited by the slowest build. The fastest player should not always set the pace. Boss floors are won when the party enters with a shared plan, not when the host rushes through.