The core loop of the game is players using their resources to build up the Dungeon. The player then hires new monsters to fill the space of their new dungeon, so they can gather more resources. The player then manages the new hires, limiting social conflicts and making sure they fight effectively, so they can get more resources to expand further. These links are all tied together by an autonomous combat loop.
The players use gold to build and upgrade rooms. Rooms give space for monsters, which kill heroes, raising the player's infamy and gold. Rising infamy leads to more heroes appearing, increasing income.
Monsters enter the Hiring Queue over time. The player can choose to interview them, using Time as a resource to ask questions. Monsters that are hired enter the Monster List, those that aren't expire after enough time passes.
Monsters Stress and Morale changes over time. Stress and Morale is calculated into efficiency, which determines combat effectiveness. Combat tends to negatively affect Stress and Morale. Players can counteract negative shifts in Stress and Morale through careful employee management, and time off. Players pairing off monsters in positive social dynamics also helps maintain positive levels of Stress and Morale.