Prison Island is Corepunk’s flagship extraction dungeon that blends PvE challenge with PvP stakes. You have one life to gather treasure while battling monsters and sometimes other players - before escaping through an extraction point. Lose, and you drop everything, Win, and you leave with hard‑earned loot and bragging rights.
When you join Prison Island, you spawn at a random shoreline camp. Quickly identify nearby biomes and extraction routes before aggression starts.

Finish a run without a Keycard → earn Level 1 card. Clear with a Keycard → receive next‑level card plus a duplicate of the level you just cleared.
To increase level of Keycard you need to have Keycard inserted into specific slot in Dungeons menu. Only party leader crank up Prison Island’s PvE difficulty and earn better rewards.
PvP version of Island ignores Keycards but is roughly equal to a Level 9 run in terms of monster power.
Failure to extract will result in the key card received being 1 level lower than the failed one

| Keycard Feature | How It Works |
|---|---|
| Starting Point | All players begin at Dungeon Level 1 (tuned to Tier 2 common gear). |
| Stat Scaling | Monsters & bosses gain +33 % health & damage per Keycard level. |
| Loot Scaling | Loot quality is static per tier group: T2 (levels 1-4) = 0%, T3 (levels 5-8) = 100%, OC T3 (levels 9-12) = 200%. Loot chance increases linearly by +20% per level, starting at 0% (level 1) up to 220% (level 12). Each secondary affix adds +30% more—bonuses stack multiplicatively. |
| Progression | Finish a run without a Keycard → earn Level 1 card. Clear with a Keycard → receive next‑level card plus a duplicate of the level you just cleared. |
| Max Keycard Level | 12 levels in total. Post‑match scoreboards with bonus rewards arrive in a future patch. |
| Item Quality | Level 2 cards double the chance of higher‑rarity drops vs Level 1 Level 3 cards triple it. Upgrade cards with Item Upgrade Kits - quality persists on higher levels. |
| Milestone Perks | From Access Level 9 onward: boss heads can drop and in‑dungeon merchants spawn. |
| Level | Count | Loot Quality | Loot Chance |
|---|---|---|---|
| 1 – 4 | 1 | 0% | 0% - 60% |
| 5 – 8 | 2 | 100% | 80% - 140% |
| 9 – 12 | 3 | 200% | 160% - 220% |
| Card Quality | # Affixes |
|---|---|
| Common | 0 secondary affixes |
| Uncommon | 1 secondary affixes |
| Rare | 2 secondary affixes |
| Epic | 3 secondary affixes |
| Affix | Effect |
|---|---|
| Colossal | Monsters/Bosses gain +30% Health |
| Rending | Monsters/Bosses gain +30% damage |
| Reinforced | Monsters/Bosses gain +300 Armor |
| Resistant | Monsters/Bosses gain +300 Magic Resistance |
| Regenerating | Bosses regenerate 0.03% max Health every 1 secondMonsters regenerate 2% max Health every 1 second |
| Precision | Monsters/Bosses gain +30% Physical Crit Chance & Magical Crit Chance & Physical Crit Power & Magical Crit Power |
| Vampiric | Bosses gain 30% LifestealMonsters gain 50% Lifesteal |
| Affix | Effect |
|---|---|
| Decelerating | Hits apply stacking –5 % Movement Speed debuff. |
| Contagion | Attacks inflict DoT that deals 1% max Health per sec for 30s and ramps up by 5% each tick. |
| Overgrowth | All monsters gain +5 % power every minute. |
| Corrupted Sludge | Dead mobs leave 4 s pool dealing 20 % max Health / s. |
| Empowering | Mob deaths give nearby allies +20 % damage. |
| Erosive | On death apply stacking 3s DoT: 3% max Health per tick. |
| Raging | Below 30 % Health mobs deal +30 % damage & ignore CC. |
| Combustible | 3 s after death explode for 40 % max Health & apply Burning (5 % / s, 8 s, stacks). |
| Aimed | Mob death bolts deal 40 % hero max Health to targets >5 m. |
| Meteoric | Random meteors strike for 80 % max Health. |
| Entangling | Bomb spawns at player, explodes rooting all in radius. |
| Shattered Souls | On death mobs' soul fly towards the player to burn 30% max Mana |
| Toxic Miasma | Mob death spawns a 4m miasma cloud that follows the player dealing 7.5% max Health per sec |
| Sacrificial Boon | Mob death buffs nearby enemies healing them for 30% and increasing their max Health by 30%. Stacks |
Example: Level 7 Keycard with three secondary affixes ⇒ 120% base loot chance + 90% from secondary affixes = 210% total loot bonus. An item with a 50% base drop rate becomes 155% (1 guaranteed drop, 55% chance at a second).
| Point | Requirement | Capacity | Description |
|---|---|---|---|
| Grand Evacuation point | None | All | Channel 15 s out of combat - quick but visible. |
| Doc Greene’s Chair | Rocket Fuel ![]() | 1 | Instant solo exit - fuel is rare. |
| Escape Pod | Access Token ![]() | 1 | Quick solo exit - tokens are consumable. |
| Captain Rob’s Boat | 1000 gold | Per player | Safe but pricey. |
| Sunken Dam | Dynamite Fuse ![]() | Everyone near | Blow the dam. Any nearby player can slip through. |
| Mine Gate | Mine Gate Key ![]() | Everyone near | Unlock tunnel - window closes after 30 seconds. |
| Stone Head Hatch | Quest | Everyone near | Solve statue puzzle to reveal secret ladder. |
| Name | Goodies |
|---|---|
| Jax | Tier 3 Weapons and corresponding recipes |
| Ashley O'Connell | Triple Stats Tier 3 Artifacts and corresponding recipes |
| Skrizzik | |
| Skip Stones | Alchemy Stuff |
| Monster | Habitat | Threat Profile |
|---|---|---|
| Undead Wolves | Northern Village | Fast packs that applying deadly toxic debuff. You have to kite or CC them. |
| Ghouls | North-West ruins | Slow but hit hard - interrupt heavy swings. Be careful with Ghoul that throwing bottle with poison - always wait for the throw and then focus the mob. |
| Goblins | Southern forests, Castle Ruins | Mixed ranged/melee - pull in small groups. Goblin Splitters are very deadly - try to not pull a lot of goblins to prevent wipe. |
| Scrags | Eastern Pyramid & exits | Elite brutes guarding portals - clear flanks first. Same as other scrags in open world, be patient and attack between their attack animations. |
| Elite Enemy | Buff Effect |
|---|---|
| Exalted Ghoul | Increases max Health by 15% and recovers 1% Health per second |
| Exalted Hound | 15% Movement Speed and applies a dot on hit dealing 10% of the damage done |
| Exalted Goblin | 15% Attack Speed and 15% Haste |
| Exalted Scrag | Bleed Resistance |
| Exalted Eviscerator | Powerful mob that can inflict deadly Bleed effect |
| Damned Prophet | Vision Range increased by 5 meters. Detect invisible enemies |
| Name | Difficulty | Description | Buff on Kill |
|---|---|---|---|
| Armored Troll | Easy | Armored Troll is one of the seven bosses in the current implementation of the Prison Island. He is a very well telegraphed boss and very slow in general. Troll joins the battlefield with -30% Reduced Incoming Main Attack Damage Buff represented below the Health Bar. Currently Troll has no summoning mechanics unlike some other bosses within the Prison Island. | 200 Armor |
| Damned Prophet | Medium | The Damned Prophet drifts through the mist-choked courtyards of the prison island looking for any lost souls that dare to hunt here. His presence alone seems to poison the air — a lingering dread that clings to the crumbling stone walls and rusted bars. Chains rattle when he passes, though none bind him. Prisoners whisper that these prophets once foresaw their own death here and embraced it, returning as the heralds of every other soul’s end. Their patrol around the island isn't a solitary one, they move with their two lieutenants, The Eviscerator's. These ferocious aggressors, armed with sharpened bones of their victims, rushing towards them to inflict heavy damage and bleeding. | |
| Goblin Druid | Medium | Goblin Druid is a cunning practitioner of primal magic, drawing power from the wild’s darker corners. With a bone-carved mask and satchels of venom at his belt, he transforms the battlefield into a tangled grove of chaos—poisoning foes, unleashing ravenous flocks, and calling forth savage beasts to obey his will. | 30% Cooldown Reduction |
| Undead Wolf | Easy | Undead Wolf is a savage revenant of fang and bone, reanimated by dark necromancy. Its hollow eyes burn with savage hunger as it prowls battlefields, shredding armor with its claws and infusing wounds with a lethal, ever‐worsening decay. | 3% max Health Regeneration |
| Werewolf Alpha | Very High | Werewolf Alpha is the feral chieftain of its twisted pack, towering above lesser beasts with rippling muscle and razor-sharp claws. Born of lupine savagery and dark rites, it rains destruction upon the unwary—leaping with thunderous force, unleashing brutal claw flurries, and devouring goblin thralls to fuel its ever-growing frenzy. | 15% Lifesteal |
| Werewolf Rat | Very High | A savage lycanthropic rodent twisted by dark rites, the Werewolf Rat prowls with feral cunning. Its twin claw strikes rend flesh to a bloody pulp, it hurls goblin thralls into the fray, and it flings severed heads with deadly precision—leaving nothing but ruin and rot in its wake. | 120 Attack Power / 240 Spell Power / 240 Heal and Shield Power |
| Werewolf Soldier | Very High | Werewolf Soldier is a battle-hardened lycanthropic warrior clad in battered armor and wielding a massive halberd. Trained in brutal warfare, it punishes foes with lethal weapon throws and ferocious leaps, while rallying goblin auxiliaries to its side. | 20% Physical Crit Chance & Magical Crit Chance & Physical Crit Power & Magical Crit Power |
| Yaga | High | Yaga is an ancient necromancer whose mastery over death binds the restless dead to her will. Wreathed in shadow and crowned by swirling skulls, she dances her Blade Dance to shred flesh, then unleashes Seeking Death that both maim her foes and renew her own vitality. When the tide turns against her, she calls forth random Scrag minions to swing the battle back in her favor. | 3% Magic Resistance |