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ARPG Mechanics in the Arcade

2 replies [Last post]
Sun, 04/19/2026 - 09:02
Tapproot's picture
Tapproot

ARPG League Mechanics provide a way for developers to add replayability to their game without needing to significantly alter existing levels or add new ones. I've made a list of some ARPG mechanics, some ideas I've thought of, and some ideas that I've seen in other games that I think could be introduced into Spiral Knights with (mostly) a low-ish development effort. These can be randomly found in the Arcade.

Potentially reintroduce gate construction where they can be generated on demand by crafting (single use) gate maps that span a tier or stratum. Players would then be able to trade/auction maps (or at least map crafting materials).

ARPG Mechanics

  • Breach : Interactable objects are found randomly in the clockworks, spawning a large group of monsters when touched. Must be defeated within a time limit for a reward.
  • Ritual : Altars are found randomly in rooms. Once monsters around an altar are slain, the altar can be interacted with to respawn them. Subsequent altars activated in the same depth will also respawn all monsters fought at previous altars.
  • Rogue Exiles : Rarely, a maddened enemy knight may be found. They look like a player and use player items.
  • Ultimatum : Choose a difficulty modifier to add to a depth. Once the depth is completed, you can either add another difficulty modifier and continue down, or you can leave and take your rewards. If you die, all rewards are lost.
  • Danger Zones (Terror Zones) : A depth's difficulty is of a higher tier/depth. Levels are clearly identified on the gate map/previous elevator. Monsters and boxes drop more/better loot.
  • Delve : Follow a mine cart through the level. Fill the mine cart up with minerals while protecting it from thieving monsters. Leave the depth with all of the minerals inside of the mine cart. (Would only be interesting if gate construction or another use for minerals was also added).

Clockwork Malfunctions

  • Labyrinth : A larger level with multiple exit elevators and branching paths. Each elevator leads to each of the possible levels in the next depth's rotation, effectively letting you choose which level you go to next.
  • Misalignment : The exit elevator is very close to the entrance. The level has multiple monster families and/or statuses. There can be conflicting resistances/weaknesses (ie Beast + Slime). More treasure boxes/monsters.
  • Escape : The depth is breaking down. There is a time limit, and you will likely have to skip monsters and/or manage your health to run through traps. More treasure boxes/increased monster drops.

Objectives

  • Bounties : Pick of a contract from a bounty board in Haven to kill a specific empowered enemy in the Arcade for a reward. The gate and depth is known.
  • Heist : A precious item was lost/stolen. Find it and take it to the elevator without it getting destroyed (taking X number of hits) for a reward. The gate and depth is known.
  • Rescue : A knight/researcher is trapped in the clockworks. Find them and lead them to the elevator, protecting them along the way. The gate and stratum is known.
Tue, 04/21/2026 - 10:19
#1
Everest-Wintersky
A fair few of these exist already.

Stuff that exists:

* Breach: ok, not really a major example, but many areas have optional challenges (that candlestick keep segment that spawns a trojan when you open all the treasure boxes etc.) but I will admit both the risk and reward are negligible.

* Rogue Exiles: (spoilers for rank missions) Arkus. Would be cool to see similar knights and maybe a gunner or bomber miniboss too, ideally arcade versions won't have multiple revives. I guess if this was added to arcade, it would tie in to bounties.

*Danger zones: well, um, they're called danger rooms. An expanded version could be cool, but they exist anyway.

* Rescue: All those useless night npcs in missions, although you don't need to worry about keeping them alive.

Stuff that doesn't

*Bounties: out of your list this may be the simplest to add: put a scenario room or the whole mission in the arcade with a boss from a prestige mission or similar. And make these only appear if you accept it on a bounty board in haven/moorcroft/emberlight.

*Heist: so is this just a challenge to take as few hits as possible? I don't see how it would make gameplay more interesting

* Delve : I have no opinion on this, sounds like it could be a cool minigame. If gate construction wasn't an option maybe unique costume sets or guildhall items can be given as rewards.

* Ultimatum: Sounds like a fun option, that said the all or nothing part might be unfair if you hit an annoying level. To add to this, what if each party member could start with a powerup to balance it (and gain a new one each clockwork terminal/subtown). If this did happen, all equipment getting a set UV or even a low chance to inflict a status would be nice.

Could you elaborate on the "clockwork malfunctions" please?

Also, something I'd suggest is being able to remove shields and battle sprites to use lockdown class abilities in an arcade run.

Tue, 04/21/2026 - 19:12
#2
Tapproot's picture
Tapproot
Thanks for the feedback!

The idea is less to revolutionize the gameplay of Spiral Knights (though Ultimatum could come close to that) and more to provide low effort development options to increase variety. That some of these ideas can be built off of existing mechanics is the reason why I proposed them, though I would argue that none of these ideas currently exist as I defined them. Another potential benefit that I didn't explicitly say is that these would bring the potential rewards from doing Arcade runs closer in line with repeating missions over and over.

  • Breach and Ritual are optional (hopefully fun) challenges with a higher risk/reward ratio than normal that hopefully would make the player feel excited to come across them.
  • Rogue Exiles would be more like an enemy version of Rhendon, or the knights you fight with in Breaking in the Recruits. It would be a unique combat experience in PvE, but it wouldn't need to be a unique model or boss design like Arkus. It could tie into bounties, or it could just be a random encounter.
  • Right, I called them Danger Zones because I was connecting the idea to Danger Rooms. All of the "ARPG Mechanics" were inspired by real mechanics from ARPG games. Terror Zones exist in Diablo 2 Resurrected, and the others are PoE league mechanics. The difference between Danger Zones and Danger Rooms would be that people would hypothetically be able to actively seek Danger Zones out (or avoid them) for more difficult and more rewarding gameplay.
  • Rescue I figured would likely be unpopular. Imagine protecting an NPC (who won't attempt to attack) from damage in a Wolver Den. Or an Arena. Maybe that sounds like a terrible time to you, or maybe that sounds like an interesting challenge. I don't know.
  • Bounties could be on anything the devs desired. Maybe it could be as intense as fighting Maulos in the Arcade. But it could easily be simpler - there could be a Sloombargo in a level it normally wouldn't be in, or a Deadnaught with a bunch of bombies, or a group of Stalkers, or a larger, buffed Greaver.
  • Heist would be a low/no-hit challenge, yes. I'm actually a little surprised that anyone would think that rewarding players for skilled gameplay wouldn't be interesting. But I guess if you geniunely never get hit, you might think that. Recovering items could be balanced so that there's a higher reward for items that break in fewer hits, or are found in more dangerous locations. Or maybe they just decrease in value by 50% or something each time you get hit. There's lots of ways it could be implemented.
  • Maybe an item made of wood was lost in a fire level, and taking hits doesn't break it, but getting inflicted with Fire would burn it - may encourage crafting more gear/not taking BK or Chaos, consider taking fire resistance.
  • Finding cosmetics or guildhall items in Delve could be a cool alternative. Though I imagine GH wouldn't be very enthusiastic to implement that.
  • Since you would know all of the potential levels in Ultimatum (since it is the Arcade, after all), I wouldn't say it would be unfair to hit an annoying level. Unlucky, maybe. But that would be the risk you take to get greater rewards. And I think it would be rewarding to power through a level you think might be too difficult at first. That being said, having the potential to get powerups to balance out particularly nasty difficulty modifiers or level types could be really neat.
  • In fact, getting a bunch of power ups could be another idea - like a roguelike where you choose each power up to cleave through increasingly difficult waves of enemies.
  • Clockwork Malfunctions would have a % chance to change the generation of a normal level in the Arcade. You wouldn't be able to see it in the Gate Map. They would typically be more difficult than a normal clockworks level, but there would be some benefit to finding one (because it's a video game). It being called a "malfunction" is due to the idea that the Clockworks are a massive, complex mechanical structure, so it could be expected that something might go wrong when cycling between levels. In fact, we know that the clockworks has to undergo some amount of maintennance https://forums.spiralknights.com/en/node/24841#comment-144053
  • Using lockdown abilities in PvE would definitely be cool. Though I imagine that 90% of people are just going to pick striker if it means that they can farm crowns faster.

Again, my goal is more to provide ideas for easy content updates that could make the Arcade more interesting and more rewarding so that people are incentivized to do something other than run the same missions over and over. And what's a better way to start bringing people back into the game than content updates?

A lot of these ideas probably won't move the needle much by themselves, but I'm really just spitballing here. I'd love to hear if you or any others have any other small, interesting ideas to implement.

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