[Suggestion] Introduce "Puzzle Rooms" for Campaign (Optional Content)

With the focus on exploration during the campaign, I’d like to see GGG introduce "Puzzle Rooms." To maintain their "special" feel, these are rare encounters (roughly one per Act) that challenge a player’s logic rather than their DPS. These puzzle rooms are completely optional, but offer nice rewards upon completion. To ensure puzzles remain fresh, the logic remains the same but the solution is randomized per instance. Below are a few ideas that fit the atmosphere:

Mirror Puzzle Room
* A beam of light enters from a ceiling fissure. You must rotate a series of dusty, ancient mirrors to bounce the beam into a specific crystal receptacle.

Statue Puzzle Room
* The room is filled with statues. Some are rusted/stuck, while others can be rotated. You must align all statues to face the same direction (e.g., toward a central altar or rising sun).

Clock Puzzle Room
* You must trigger "Hour, Minute, and Second" hands based on environmental clues, such as position of shadows in the room.

Fountain Puzzle Room
* A central vase pours water onto tiled channels. Rotating the tiles to guide the flow to three basins— mimicking the flow of an aqueduct— completes the circuit.

Lever Puzzle Room
* A row of multiple levers sits on the wall. Pulling them in the wrong order triggers a trap (darts/fire). Clues would be hidden in the flavor text of nearby interactable objects.

Candle Puzzle Room
* A puzzle featuring a 7-candle candelabra stand. Interacting with one toggles its neighbors. Lighting all seven requires a specific mathematical sequence.

Bell Puzzle Room
* Five bells of different sizes (Pitch: Low to High) are scattered around a central totem. Interacting with the totem plays a short 4-note melody. You must strike bells in correct order to mimic the tune.
Zuletzt bearbeitet von CharlesJT#7681 um 24.02.2026, 11:21:48
Zuletzt angestoßen am 26.02.2026, 17:40:58
I like it.
That bell puzzle reminds me of the water harp puzzle from Remnant2. Love that 3 round burst gun you get from it.
Would have to make the rewards for solving them well worth the effort.
"
VaporTrail#6763 schrieb:
I like it.
Would have to make the rewards for solving them well worth the effort.


Completely agree.

How about if solving a puzzle room unlocks a unique chest in that room, dropping one random guaranteed unique item tied to the area level along with some currency?
Zuletzt bearbeitet von CharlesJT#7681 um 24.02.2026, 14:52:45
Many benefits to adding Puzzle Rooms:

* In the campaign, puzzle rooms reward players for paying attention to their surroundings (e.g., shadows in Clock Puzzle or flavor text in Lever Puzzle). Plus, offers nice break from combat.

* Old mirrors or mechanical bells can deepen the "lost civilization" feel of certain Acts, deepening the atmospheric immersion.

* Solving puzzle could provide high-value reward such as a guaranteed unique item.

* By keeping logic consistent but randomizing the solution per instance, the puzzles remain engaging, preventing it from becoming a chore.

* Puzzles could spark community discussion and share strategies to solve.
Zuletzt bearbeitet von CharlesJT#7681 um 25.02.2026, 11:26:06
Guess not many people like puzzles?

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