The goal of any good business to grow and the player's Dungeon is no exception. Expanding the Dungeon will open a variety of new possibilities to the player as well as help to earn more profit and faster. There are a couple of different ways that the player can make their Dungeon larger: Building and upgrading Rooms and building and upgrading Departments.
Rooms posses a few basic stats and upgrades may provide important unique bonuses depending on the Room in question:
Rooms are physical size of the Dungeon. They are the area occupied by Monsters and Heroes as well as the area that the player's loot is stored. Because of the latter constraint, expansion will be necessary if the player wishes to increase the net-worth of their Dungeon. More Rooms means more room to store loot. To increase the size of the Dungeon the player has two main methods available to them: building and upgrading.
Building new Rooms will be a fast way of increasing the size of the player's Dungeon and basically consists of creating a new tile in an empty space on map. All newly built Rooms will begin in the same basic un-Upgraded state. For more information about the process behind Building Rooms, see Construction below.
Adjacent rooms of the same type and upgrade level can be merged together into one functional room, increasing the gold capacity, monster capacity, and providing a marginally stronger bonus than a group of individual rooms would, as well as reducing the amount of rooms the player needs to track at any given time. Costs for building and upgrading merged rooms will be scaled appropriate to the size of the room.
The basic un-Upgraded Room has a low capacity for both Monsters and loot. Upgrading Rooms will improve their capacity but more importantly it will provide the Room with helpful bonuses outside of direct stat upgrades. For example one Room may improve Monsters of a specific Archetype whilst another provides bonus Stress reduction. Upgrading Rooms instead of building new ones is valuable because it improves the Dungeon without increasing its size.
Where Rooms provide the physical means of expanding their Dungeon, Departments give the player the means to upgrade its infrastructure. Building and upgrading Departments won't give the player new room to store loot or areas for invading Heroes to explore. Instead Departments each provide unique bonuses when staffed by Monsters and the potency of those bonuses takes into account the Monster being staffed. Departments can be further upgraded to improve their abilities.
The Break Room is a default Department available to the player. Monsters staffed here will have a greatly increased rate of Stress reduction.
The Pillaging and Raiding Team, PR for short, will give the player a way of generating Infamy as the primary resource with a bit of loot as a secondary one. This is the opposite of what Monsters normally do when staffed in the Dungeon.
The Inhuman Resources Team gives the player some feedback and control over the interactions of their employees. When Monsters have clashing or unsavory Personalities, HR will give the player the means to deal with them. It also gives the player a way of investing in new-hires by increasing the rate at which applications come in, increasing the quality of applicants, and possibly filtering applications to look for Monsters fitting certain criteria.
The Contractor Department increases the rate of construction and decreases costs.
The Training Department gives the player a risk free way of improving their Monsters. Monsters staffed here will generate a slow amount of XPds but at no risk to their Health and Minimal risk to their Mental State.
The Supply Closet gives the player the tools to "Level Up" their monsters by giving them a promotion (and the tools along with it). Higher level Monsters will have higher stats. See Monster Stats for more information.
Stealthed Heroes present a unique risk to the player that can't be combated with brute strength alone. That's where the Security Department comes in. The Security Department allows the player to invest in Dungeon-wide detection by putting the Detection abilities of staffed Monsters to the best use.
A special stretch-goal; the Trophy Room gives the player a way to review their unique achievements and encounters as well as a small bonus for the effort. The Trophy Room would be free at a certain point in story progression.
Construction is meant to be an investment and as such takes both time and money. Constructing Rooms takes a number of Time-Units as well as an up-front cost. While Rooms are under Construction there is a penalty for having Monsters operate in them as working conditions would be unsafe.