Official campaign scale for Shadow Dungeon is first-party arithmetic, not a room-by-room route. The Steam complete content list names 7 chapters with over 160 unique maps and stages, over 60 unique bosses, and more than 200 distinct monsters. The 26 August 2026 launch announcement times those 160 main-story levels at approximately 30–50 hours. Players reach about level 99–100 at story completion; the cap is 100, then the Paragon Talent Tree unlocks. Monster levels and item drops are tied to the map instead of the player level. Individual chapter names, boss names, and HP values are unpublished.

· Steam store

MetricValueSource
chapters 7 store content list
unique maps and stages over 160 store and news
main-story hours approximately 30–50 launch announcement
story-end level approximately 99–100, cap 100 then Paragon launch announcement
unique bosses over 60 store content list
distinct monsters more than 200 store content list

Scale table from store and launch note

The sealed campaign-scale records are six rows: chapters 7 from the store content list; unique maps and stages over 160 from store and news; main-story hours approximately 30–50 from the launch announcement; story-end level approximately 99–100 then Paragon; unique bosses over 60; distinct monsters more than 200. 17 Blessing Shrines plus gems, buff potions, and rare permanent elixirs sit on the same content list. Map-tied drops mean a later chapter is not trivialized by grinding an early tile to the cap. That is the entire official clock. A competitor walkthrough URL already admitted no verified room route; this site does not ship one.

Screenshot 5 is a tiled hall fight against a winged green-and-red boss amid purple lightning and a compass overlay. Screenshot 7 is a dungeon floor with a caster, a burning blue golem, chained explosive orbs, and Chinese ground-loot labels. Screenshot 13 is an insect cavern with a radial fireburst among green spiders and grub-like enemies. Screenshot 16 is a temple fight against a multi-armed red giant surrounded by holy orbs and thrown hammers. Treat them as pressure stills, not named rooms. The live-announcement thumbnail HE396a0G0JA sits on this route as the “full game is live” stamp, not as a story spoiler reel.

Tiled hall fight against a winged green-and-red boss amid purple lightning and a compass overlay.
Winged boss in a tiled hall.
Dungeon floor with a caster, a burning blue golem, chained explosive orbs, and Chinese ground-loot labels.
Ground loot labels beside a burning golem.
Insect cavern with a radial fireburst among green spiders and grub-like enemies.
Insect cavern fireburst.
YouTube thumbnail: a white-haired horned figure among purple flaming skulls, captioned The Full Game Is Now LIVE!
Full game is live thumbnail.

Six environment phrases as a campaign index

The same six official phrases from the Realms gallery are usable here as a campaign index. Click a phrase to change the still, using only screenshots authorized for Campaign. Dungeons use screenshot 0, the purple cavern. Temple combat on this route uses screenshot 16, the multi-armed giant in a hall. Haunted ruins use screenshot 11. Beyond-reality uses screenshot 8. Hell uses screenshot 10, the horned nests. Desert does not have a campaign-authorized palm still; the desert phrase remains listed with the Realms gallery where screenshot 1 lives. Do not pretend a crystal waste is a desert.

Screenshot 8, 9, 10, and 12 are hell and otherworld combat families that continue after the story into Greater Rifts. Screenshot 9 is purple crystal waste. Screenshot 12 is lava with orbiting swords. They are not extra chapter titles. Mystic Dungeon Challenges are named on the complete content list without a rules breakdown, so they stay a named line rather than a walkthrough chapter.

Isometric purple cavern fight: a caster blasts ice at a giant insect beside a candlelit tiled shrine.
eerie and terrifying dungeons

Purple-black isometric halls with candles on carved tile.

After the story: rifts, Paragon, and unshipped plans

Greater Rifts unlock after completing the main story with Normal, Master, Nightmare, and Inferno difficulties. Higher difficulties provide higher chances of obtaining rare items, and weapons can also roll more affixes. Rift-exclusive launch numbers: 370 talent skill runes, 6,800 equipment skill runes, 60 attribute runes. Treasure Sprites pick up and salvage equipment, including items stuck outside walls. DPS Tester can attack the player to trigger on-hit counterattack skills. Paragon Talent Tree is the post-cap layer, not a thirteenth screenshot tree.

Planned and not shipped: Assassin, Engineer, Barbarian, Warlock, mercenary system, tower defense, rune system, transmutation and crafting. Those bullets are store “Planned Future Content,” not 1. 0 features. No microtransactions and no seasonal resets are the loot-policy lines that survive into endgame. If you are timing a first clear, the only official duration is approximately 30–50 hours for 160 main-story levels. Steam reviews at capture (Very Positive, 244/278 on 27 August 2026) do not convert into a campaign-length estimate.

Blessing Shrines number 17 on the content list, with gems, buff potions, and rare permanent elixirs beside them. They are not pinned to a chapter title because chapter titles do not exist in first-party copy. Unlimited skill points are why a campaign clear can wander across the twelve screenshot trees instead of locking one spec at the start. Inventory pages unlock through quests; the warehouse has unlimited pages, which is the storage claim that makes 160 maps of map-tied drops playable without a secret bag-size formula.

iXBT and GRYOnline launched database pages that restate Steam. They add no extra boss list. The Japanese game-tier page is the same class of restatement. This campaign page therefore stays on OO Cat’s arithmetic: 7, 160+, 30–50, 99–100, 60+, 200+. Screenshot 0 on this route is the purple cavern used as the home crop. Screenshot 8 and 10 continue the hell and void families that Greater Rifts inherit. Use Realms when you want the six phrases as a gallery; use this page when you want the clock.

Where the numbers live, and where they do not

Chapters, maps, bosses, and monsters are store content-list lines. Hours and the 99–100 story-end level are launch-announcement lines. Both were captured 27 August 2026 from Steam. Linking those pages is the source contract for this route: the store app page and the complete official version news post. Community “just hit lvl 100” threads confirm players reach the cap; they do not replace the 30–50 hour sentence. Walkthrough competitors already say a room-by-room route is not verified. This handbook agrees and keeps the campaign URL for scale, not for fake map names.

Screenshot 7’s Chinese ground-loot labels show that map-tied drops print in the client even on an English install. Screenshot 13’s insect cavern is a boss-pressure still, not a named chapter. Screenshot 5’s winged green-and-red boss is the same class of evidence: a fight exists, the name does not. When Greater Rifts open, Inferno is a difficulty word from the launch note, not a campaign chapter title. Keep those vocabularies separate so search intents do not collide.

Source links on this page must include the Steam app page and the launch announcement. CapturedAt is 2026-08-27T06:11:18. 000Z. Campaign-scale rows are chapters 7, maps over 160, hours 30–50, story-end 99–100 then Paragon, bosses over 60, monsters more than 200. Gallery on campaign uses only campaign-authorized stills: cavern, temple giant, jungle ruin, void grove, horned nests. Desert stays on Realms with screenshot 1. Walkthrough URLs are omitted because no official map names exist.