The invasion system
Adventurers come for the hoard. Mossbomb's feature list confirms six adventurer races, ten classes and more than 40 traits, with invasions that grow larger and deadlier over time.
The dungeon HUD tracks Unrest and Invasion separately. The official screenshot shows “Unrest: Low” and “Invasion: Unlikely” on day 34. Those are status indicators, not a guarantee that nothing will happen. The exact thresholds and timers are not public.
What is confirmed
Confirmed
- Invasions grow larger and deadlier over time, according to the Steam description.
- There are six adventurer races, ten classes and more than 40 traits.
- Official battle footage shows adventurers using lightning against the Cinder Demon and invading in parties.
- The dungeon HUD in the press-kit screenshots shows an 'Invasion: Unlikely' status and a separate 'Unrest: Low' status.
- Routed adventurers can flee; official screenshots show them running into dart traps.
Not announced
- The exact invasion schedule, party-size curve and difficulty scaling.
- How Unrest contributes to invasion likelihood.
- Which traits appear on which classes, and how the 40+ traits are distributed.
- Whether adventurer level scales with the day, the hoard or the dungeon's population.
- Whether any adventurer class can bypass walls, fly, teleport or disarm traps.
Adventurer races
The official art set represents six ancestries. Mossbomb's fact sheet confirms the number six; the names below are the ancestries that appear in the published character art and screenshots.
| Ancestry | Official art example | Notes |
|---|---|---|
| Dwarf | Paladin in a hussar-style coat with a maul | Mossbomb's official adventurer art includes a dwarf paladin and a dwarf fighter. |
| Elf | Ranger with a bow; bard in the prisoner UI | The official prisoner screenshot shows a captured elf bard with stolen treasure and wounds. |
| Faun | Druid with a spear; ranger with a javelin | One of the six ancestries represented in the official adventurer art set. |
| Giant | Barbarian with an axe; fighter with a spear and visor | Giant adventurers are visually much larger than the other ancestries in the art. |
| Halfling | Rogue with a dagger; bard with a sword | The official art includes a halfling rogue and a halfling bard. |
| Human | Fighter, wizard, cleric, paladin, rogue and sorcerer variants | Human characters appear across several of the ten official class examples. |

The ten classes
Mossbomb confirms ten classes but does not publish a class ability list. The art set shows several class-and-ancestry combinations. Treat the table as a visual catalog, not a tier list.

Barbarian
Shown as a giant axe user in the official art. No stats or abilities are published.

Bard
A captured elf bard appears in the official prisoner UI; official art also shows a halfling bard.

Cleric
A human cleric with a staff is included in the official adventurer art set.

Druid
Shown as a faun spear user. No spell list is published.

Fighter
Dwarf, human and giant fighters appear in the official art set.

Paladin
Shown as a dwarf with a maul and hussar-style coat. No aura or healing rules are published.

Ranger
Shown as an elf archer and a faun javelin user. No range or tracking rules are published.

Rogue
Shown as a halfling dagger user. Whether stealth or lockpicking appears in the invasion AI is not public.

Sorcerer
A human sorcerer and an elf sorcerer appear in the art. Official battle footage shows adventurer casters using lightning.

Wizard
The wizard is one of the ten classes listed by Mossbomb and appears in official art.
The ten class names are confirmed by Mossbomb's fact sheet and the official art filenames. Not every class has a dedicated image in the public press kit; missing art does not mean the class is absent from the game.
Prisoners and interrogation
Surviving adventurers can be captured, chained in a Cell Block and interrogated for secrets. The official prisoner panel shows an elf bard at level 2 with a “Stolen Treasure 0/2” line, broken ribs, a flayed hand and a body wound.
- Surviving adventurers can be captured, chained in a Cell Block and interrogated for secrets.
- Minions expect a proper dungeon to have captives; the Grumbling screen can surface captive-related complaints.
- The official prisoner panel shows a captured elf bard at level 2 with stolen treasure, broken ribs, a flayed hand and a body wound.
- Prisoner stats use Battle, Hunt, Labor, Craft, Occult and Charm. Minions use the same first five stats plus Cruelty instead of Charm.
- The prisoner UI includes a 'Stolen Treasure 0/2' line and an interrogation action; the full secret pool is not public.
Two details stand out. First, prisoners use a different stat set from minions: Charm replaces Cruelty. That suggests interrogation or social handling may be its own axis, though the exact use of Charm is not explained. Second, the “A captive talks” alert appears in the dungeon HUD, so prisoner management is not a one-off capture animation.
Defense implications
The public material does not publish class abilities, so a class-by-class counter chart would be invented. What the confirmed systems do support is a defense plan that can handle mixed parties:
- Assume both bodies and casters. Official footage shows adventurer casters using lightning. A corridor that only stops melee is incomplete.
- Plan for routed enemies. Official screenshots show routed adventurers fleeing into dart traps. A second line behind the first can catch them.
- Capture is a choice. Prisoners are useful, but a Cell Block needs space, guards and a plan for what happens when the captive count rises.
- Invasion pressure is a clock. Because invasions grow over time, every raid that brings treasure home also moves the threat forward. Use the first raid guide to plan the consequence, not just the loot.
What is unknown
- The complete class ability list and which races can be which classes.
- The exact distribution of the 40+ traits.
- Whether adventurers can disarm, avoid or rewire traps.
- How prisoner interrogation progress works and what “secrets” unlock.
- Whether captured adventurers can be recruited, ransomed or released.
- The invasion cap and whether it scales with co-op player count.
Sources
Sources for this page
- 01Malignus press kit and fact sheet — Mossbomb
Fact sheet, development history, feature list, character and creature art, screenshot captions, and permission for press and content creators to use the kit's media in coverage of Malignus.
- 02Official Malignus interface screenshots — Mossbomb
The press kit's 'Screenshots with the interface' set documents the New Dungeon flow, boss select, minion stats, duties, grumbles, behavior settings, trap build menu, wiring, Dark Arts, boss upgrades, prisoners, altar and overworld map. Used for observations that are not spelled out in the store copy.
- 03Malignus on Steam — Valve / Mossbomb
Store description, Early Access Q&A, tags, supported languages, features, system requirements and the storefront's November 12, 2026 date display.
- 04Mossbomb — the studio making Malignus — Mossbomb
Developer site. Confirms the November 13, 2026 Early Access date, $19.99 Early Access price, $29.99 planned 1.0 price, monthly updates, demo status, platforms, co-op and headline features.
- 05Malignus — Demo Launch Trailer (2026) — Mossbomb
Official trailer used only for visual observations such as the Cinder Demon's fire effects and the Sunken Horror's tentacles.
Accessed 1 November 2026. Full source log and verification notes: Malignus Wiki sources.
