Why FFXIV’s Deep Dungeons Keep Solo Players Hooked

Final Fantasy XIV’s Deep Dungeons keep solo players returning by offering a roguelite experience inside the MMO where characters start over and every run can feel different. Introduced in the Heavensward expansion, these modes let players climb floors, find gear unique to the dungeons, and restart from the beginning if they die before certain checkpoints.
- What Deep Dungeons are and how they work.
- Why some solo players prefer the roguelite format.
- Player examples, limitations, and requested quality-of-life changes.
What Deep Dungeons are
Deep Dungeons is a roguelite game mode added in Heavensward (the 2015 expansion). Currently, there are three versions: Palace of the Dead, Heaven-on-High, and Eureka Orthos. Each run ignores your normal character level and equipment; instead, every character starts at level 1 and uses dungeon-only gear that improves as you climb floors. Consequently, success depends on on-the-fly decisions and the items you find during a run.
How runs play out
The content structure is consistent across versions: a sequence of floors with enemies, treasure, and traps. Palace of the Dead offers up to 200 floors, while the other dungeons typically have 100. If you die before reaching a specific checkpoint — for example, the 50th floor in Palace of the Dead — you must restart at floor 1. Therefore, runs can be tense and rewarding, depending on how luck and choices line up.
Notable player runs
Some players push the mode’s limits. For example, content creator AuroraMoonx has recorded world-first and marathon runs that showcase both the challenge and the variety Deep Dungeons can produce.
“I absolutely would’ve given up on FFXIV if Deep Dungeon didn’t exist,” AuroraMoonx said in an email interview. “While there are many things I love doing in this game in the current day—like fishing—I never would’ve discovered them if it wasn’t for Deep Dungeon. It was my gateway to the entire game!”
Why solo players return
Players cite a few clear reasons they keep coming back. First, Deep Dungeons require quick decisions rather than rote pattern recognition. Second, every run is variable because of randomized items and floor layouts. Third, the mode lets players test classes under constrained conditions: everyone starts weak and must adapt as the run progresses. As a result, Deep Dungeons offer freshness within an otherwise steady MMO progression loop.
Limits and suggested changes
However, the mode is not without complaints. Deep Dungeons largely follow the same core design that Palace of the Dead established in 2016, so newer versions can feel familiar rather than radically new. Additionally, players have requested accessibility improvements; AuroraMoonx specifically said, “I’ve been complaining for a long time that Sustaining Potions need to be more readily accessible. It’s been my biggest problem with the content for years, and it creates an artificial barrier of entry that prevents a lot of people from giving the fun content a chance.”
Bottom line
Deep Dungeons adds a roguelite loop inside Final Fantasy XIV that appeals to solo players who want unpredictable runs and mechanical variety. Moreover, while the mode could use quality-of-life updates, its core design gives players a reason to log in and retry the depths again and again.


