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Dispatch โ€” send a run to play itself

Dispatch hands a gauntlet run to the server and lets it play in the background. Once a run is dispatched it advances whether or not the app is open โ€” close the tab, lock your phone, switch to desktop, and it keeps clearing nodes and banking loot on its own. It's the Journey's idle-play mode: the same 16-node gauntlet you'd play by hand, run for you.

Dispatch is live for everyone

Dispatch is open to all players. If a run can be played as a gauntlet, it can be dispatched.

What Dispatch is (and isn't)โ€‹

A dispatched run is an ordinary gauntlet run โ€” same chapter, same locked team of three, same node order and checkpoints. The only difference is who presses the buttons: instead of you tapping through each fight, the server advances the run on a ticker (roughly every couple of minutes) and resolves each node against your team.

Because it's a real run and not a shortcut:

  • Every node still costs Attunement (energy) and every node still drops its loot โ€” the loot is banked node by node as the run advances, exactly as if you'd played it.
  • It follows the same rules as hand-play. Your team is locked for the run, a wipe ends it, and one-time first-clears/stars are banked the same way.
  • It is gauntlet-only. A single-node play has no Dispatch button โ€” Dispatch is for the full 16-node run.
Not a 24/7 loot faucet โ€” it runs on your energy

A dispatched run spends real Attunement per node, so it pauses the moment your Attunement runs out and auto-resumes when your pool regenerates (or the instant you Refill). You can't leave it running forever on an empty tank โ€” it drives your normal energy rhythm, hands-free, rather than bypassing it.

How to dispatch a runโ€‹

There are four places to send a run to the background โ€” pick whichever you're already looking at:

  • ๐Ÿ›ฐ๏ธ Start & Dispatch โ€” on the gauntlet team-pick screen. Choose your team, hit Start & Dispatch, and you're dropped straight back to the map with the run already dispatched.
  • ๐Ÿ›ฐ๏ธ Dispatch on the map โ€” the map's Gauntlet button splits into โš” Gauntlet (play it live) and ๐Ÿ›ฐ๏ธ Dispatch (send it to the background) side by side. A run you've already started shows a Dispatch button beside Continue/Repeat on its continue-run card.
  • ๐Ÿ›ฐ๏ธ Dispatch on an active run โ€” each active run in the runs panel carries its own Dispatch button.
  • ๐Ÿ›ฐ๏ธ Dispatch mid-fight โ€” while you're playing a run live, a Dispatch button sits in the combat chrome next to Repeat. Tap it to hand the rest of the run to the server and walk away.

The Dispatched-runs shelfโ€‹

Every dispatched run shows up as a single line on the Dispatched runs shelf (in your Active Effects shelf), so you can watch several at once at a glance:

๐Ÿ›ฐ๏ธ Cinderfall Ch.2 ยท running ยท Node 7/16 ยท ๐ŸŽ 12 loot ยท 74% win ยท next node in ~2m   [Enter] [Withdraw]

Each line tells you:

  • Status โ€” running, paused (out of Attunement), or defeated.
  • Progress โ€” the node it's on (N / 16) and a live "next node in ~Xm" countdown.
  • A running tally โ€” ๐ŸŽ loot banked so far and the run's Win %.
  • Run totals โ€” โฑ time active, โšก energy burned, and ๐Ÿ’ฐ RSNC earned (energy and RSNC appear once they're above zero).

At the top of the shelf, โšก Refill tops up your Attunement and resumes every paused run at once โ€” because Attunement is a single per-account pool, one refill un-pauses all of them.

"RSNC earned" may read 0 for now

The per-node RSNC payout is rolling out. Until it's switched on, a dispatched run's ๐Ÿ’ฐ RSNC earned reads 0 and lights up automatically once node clears start paying RSNC directly. Loot, Essence, and materials bank normally in the meantime.

Enter, Withdraw, and the closure cardโ€‹

Two buttons on each shelf line decide what happens next:

  • Enter โ€” jump into the live run at whatever node it's currently on. You take the controls back mid-run (you land right in the fight, not on a resume screen). Dispatch it again any time.
  • Withdraw โ€” end the run early and free the team so you can use those fighters elsewhere. Withdrawing leaves a closure card instead of just wiping the run away.

When a dispatched run ends โ€” you Withdraw, it clears node 16, or it's defeated โ€” it leaves a closure card that recaps the run:

  • It shows the real loot the run banked (actual item art and names), not a summary. That loot is already in your inventory โ€” the card is a record of the haul, not a second payout to claim. Press ๐ŸŽ Collect & clear to acknowledge it and clear the card.
  • Restart re-dispatches the same team on the same chapter, so a good farming setup is one tap to send back out.
  • A defeated run stays on the shelf with its final record until you clear it, so a background wipe is never silent โ€” you'll see what happened.
Turn on defeat pings

When a dispatched run wipes in the background, Dispatch can fire a defeat notification (in-app toast and a device push) so you're not left wondering why your loot stopped climbing. Toggle it under Settings โ†’ Notifications (the dispatch category).

When to reach for itโ€‹

  • Farming a chapter you've mastered. Dispatch a run and let it grind while you do something else โ€” it banks ingredients, Essence, and gear on your energy, hands-free. It pairs naturally with Repeat Battle: both keep the loop turning without you re-selecting the fight.
  • Playing across devices. Start & Dispatch on your phone, and the run is exactly where you left it when you open desktop โ€” the server, not the tab, is running the fight.
  • Grinding a long chapter in the background while you cook, trade, or build your Roster.

Keep it for chapters your locked team can actually clear โ€” Dispatch plays your team's hand well, but it can't out-fight a wall, and a run that keeps wiping just burns Attunement.

See alsoโ€‹