Build a Dungeon: How to Return to a Previous Checkpoint
Learn how checkpoints work in Roblox Build a Dungeon: a failed wave restarts your run at the most recent checkpoint, and your layout, units and currency stay yours.
Published: Build a Dungeon Wiki Editorial Team
Table of Contents
What a Checkpoint Means in This Game
In [GUILDS] Build a Dungeon, developed by Exploration Guild, you never walk through the dungeon you are responsible for. Heroes arrive from a one-way entrance and follow the corridors you lay until they reach your dungeon crystal, and every wave you defeat pays out Coins and Dark Souls. Coins buy buildings and traps, while Dark Souls are spent on monster units. A checkpoint is therefore the wave your next attempt will open on, not a room you travel back to on foot.
Community gameplay of this Roblox title shows the checkpoint set at wave 10. After that builder's defense failed, the following attempt opened on wave 10 rather than wave 1, which is the behaviour to expect when you want to return to a previous checkpoint: the game restores your most recent checkpoint wave and replays the run from there.
Situation
What the game does
Reaching a checkpoint wave
Recorded gameplay shows the checkpoint recorded at wave 10, and the next attempt opening on that wave.
Losing a wave or the crystal
Ends the attempt, and the next one opens on the last checkpoint wave instead of the first wave.
Returning to build mode
Lets you pick pieces and units back up and place them again before you restart.
Logging off
The official game description states that monsters catch heroes offline, so the dungeon keeps working while you are away.
How to Return to Your Previous Checkpoint
Let the attempt end: your restart point is set at checkpoint waves, and recorded gameplay shows it sitting at wave 10, so finish or lose the current run before you expect to move past it.
Re-enter build mode: after a failed wave the builder is back in build mode, free to pick pieces up and re-lay corridors and rooms.
Fix the lane that leaked: in recorded gameplay the same stretch kept letting heroes through, so reinforce that section instead of rebuilding the whole dungeon.
Restart from the checkpoint: the next attempt begins at your most recent checkpoint wave, which was wave 10 in the recorded run.
Re-place your units: monster units stay in the dungeon and can be repositioned, so put your strongest ones where the last wave broke through.
What a Failed Wave Does Not Take From You
Element
After a failed wave
Dungeon layout and build pieces
Kept. The builder picks the pieces back up and re-lays the corridors, rooms and traps.
Monster units
Kept in the dungeon and re-placeable; additional units come from rolling with Dark Souls.
Coins
Kept, and still spendable on buildings, traps and dungeon parts.
Dark Souls
Kept, and still spendable on monster units.
Wave progress
Reset to the most recent checkpoint wave.
Highest wave reached
Kept; the escape menu reports an hourly Coin and Dark Souls rate that is calculated from your highest wave.
Rebuild Checklist Before You Restart
Tip
Place a potion shop on the main hero route while you rebuild. Heroes stop to buy potions as they pass, and that shop income is one of the main Coin sources that funds the traps you need for the next attempt.
Warning
Traps alone will not hold every wave. Recorded gameplay shows healers keeping heroes alive, archers hitting your units through walls, and thief heroes disarming traps within a one-tile radius around themselves, so pair trap tiles with monster units that can fight the heroes who survive them.
[ ] Do you know which wave your checkpoint restarts from?
[ ] Is the lane that failed last time covered by monster units as well as traps?
[ ] Have you spent the Coins from the previous attempt on traps, buildings or dungeon parts?
[ ] Have you rolled new monster units with the Dark Souls you earned?
[ ] Have you taken skill-tree upgrades such as trap mastery for extra trap damage before the next push?
Frequently Asked Questions
Can I go back to a checkpoint older than my most recent one?
Recorded gameplay only shows the latest checkpoint being restored: the builder lost the wave and the next attempt opened on wave 10. Plan your rebuild around the checkpoint you restart from, and treat the live in-game interface as the authority for any options your own run offers.
Do I lose my monsters when a run fails?
No. The monster units you placed stay in the dungeon and can be repositioned in build mode, and new units are obtained by rolling with Dark Souls.
What should I change after losing the same wave again?
Look at which hero classes survived your defense. Healers keep other heroes alive, archers can hit units through walls, and thieves disarm traps around themselves, so cover the failing lane with units as well as traps before you restart.
Where can I see what my dungeon earns?
In recorded gameplay the escape menu shows an hourly rate of Coins and Dark Souls based on your highest wave, which makes it the quickest way to judge whether a rebuild improved your income.
What happens to my dungeon while I am offline?
The official game description states that monsters catch heroes offline, so the dungeon continues to catch heroes while you are away and the earnings are waiting when you return.