*INFO UPDATE*
Regarding the poll, thank you all for voting. Here is the great part: Because of how I heavily changed the method of finding/entering dungeons, it is more or less automatically grief proofed. Simply spawning in the dungeon makes you adventure mode, and until I see potential holes in that design (And I will, give it some time), the dungeons are unbreakable and the poll is basically useless
Also, if anyone is curious on progress, let me give you a few sneak peeks (no pictures, but close enough).
1: You will die. A lot. But that is perfectly fine, in fact I encourage you to go and DIE in as many ways as you possibly can. Because your important, irreplaceable gear like armor or weapons is soulbound, the only items you lose upon death are minor items such as blocks, potions, or coins. Also, you are probably going to die by void or molten liquid quite often, as I love me some traps (not overpowered traps, mind you).
2: I am still working out a few rough edges, but the general idea is being put into place. Normally you spawn on a premade island, with NPCs and you can live there while in survival mode. But every few, very few dungeons you buy actually won't be dungeons at all. They'll be new places to live if you so choose, and each new home island has survival mode so you can build there, it has quests unique to it, and geographical advantages.
3: Unfortunately, I may have to largely revise how you obtain companions. Because in order to have companions, which must TP to you when you warp somewhere, you need chunk loaders. And putting chunk loaders on every single island, as you can imagine, might cause issues for people with crap computers. It can also cause other issues as well, since WHO KNOWS what is happening to every single dungeon while you're away, it increases the chance something vital will break and screw things up. The other issue is that some dungeons I don't want you to have companions in at all, or at least not some specific kinds, and there is no way to control whether or not a companion follows you when you warp somewhere.
The solution to this is to make companions only hire-able per location. Buying the service of a companion in Dungeon A will not work for you when you're at Dungeon B. But that would make companions less like your friends, and more like the "If you can't beat this level, please give $0.99 for an added advantage", the kind of shit some games do to you. A bit of a dilemma with no clear cut answer in sight.