ProjectVerocity
5 November 2026 // Deep dive

How the caves are built

No two runs share a map. A look at how every mission grows its own cave system, five depths deep, and fills it with things to find and things that find you.

Here is how a run's caves come together, from the first seed to the cave boss arena.

One seed, the same caves for everyone

Every mission starts from a single seed. Each machine in the squad builds the identical caves from it while the loading screen plays: all five depths in about twenty seconds.

Five depths under one crater

  • The depths stack straight down under a landing crater, the only place you will see the sky. Your drop pod waits at the bottom of it.
  • Organic tunnels are carved between depths, with shortcuts back up and a point of no return before Depth 4 that seals behind you.
  • A depth only opens once its primary objective is done, and Depth 5 always holds the cave boss arena, turned to face the way you came in.

Filling the dark

Once the shape is built, the game places everything else: objectives, patrols that grow denser with every depth, thrall nests and camps, loot, resource crystals, and side rooms where a lone survivor might be waiting.

Picking your descent

Missions come off the board on the station's mission deck, each one generated: where the objective lies, how many thralls wait in every depth, and how long the orbital window stays open.

  • Expeditions come in easy, medium and hard, each sending the primary objective deeper.
  • Deeper depths are harder and pay more: thralls rise from normal to two and a half times as many, and rewards climb from +25% at Depth 2 to double at Depth 5.
  • Every card shows its orbital window, so the squad knows how long the pod will wait.
  • Distress signals from fallen operatives arrive as rescue missions, and more mission types are on the way.

The mission board on Colri-4