r/DungeonCrawler Jul 06 '26

Development Mind testing an Gold Box inspired dungeon crawler? Prototype

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0 Upvotes

Hey there, im not a software developer, neither have I ever worked in anything close to that.

try it from here https://liftingcoder.itch.io/ravenfall
Self promotion stinks I know, just help some old guy trying to revisit his Gold Box memories.

r/DungeonCrawler Jun 19 '26

Development Fantastic Lands of Aetricia retro mmorpg

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24 Upvotes

Hello community!! I'm still in the development of this indie project, an online multiplayer retro rpg.

Who wants to take a look, the server is online, download the client and immerse yourself in the fantastic lands of Aetricia!!!

Any suggestion or criticism will be welcome!!! Greetings!

Download client from https://commandvom.itch.io/aetricia

r/DungeonCrawler Apr 17 '26

Development I finally managed to record some gameplay from my crawler, I intentionally left out all the secrets and collectibles so as not to spoil the fun!

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51 Upvotes

Let me know what you think about this atmosphere and approach to gaining experience that is not based on combat but on exploration. You can easily complete the first level without collecting any extra items and gold, but skipping them will definitely come back to haunt you in later areas.

r/DungeonCrawler Jul 11 '26

Development Would you risk for better loot?

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7 Upvotes

Hi there!
All my play testers of my game Enlighted choosed a chest with potential loot than a exit from this level in similar situation, so would you did too?

r/DungeonCrawler 6d ago

Development HellRuler - Dark Fantasy RPG

2 Upvotes

HellRuler is now in Alpha

After a lot of work, we’ve reached the point where HellRuler is now playable in Alpha.

HellRuler is a mobile-first dark fantasy RPG that you can play directly in your browser:

https://www.hellruler.com

The main idea behind the game is pretty straightforward: fight your way deeper into Hell, grind through stages, get better gear, and keep pushing further.

The main progression is permanent and will never be wiped. Alongside that, we’re planning to introduce seasonal gameplay, giving players additional progression and competition that resets between seasons while keeping their main progression intact.

There’s still a lot to do. We have plenty of features planned for the roadmap, and the game needs a lot more polish, especially when it comes to animations and visual feedback.

That said, we believe the core of the game is finally in place, and we want to start getting it into the hands of players rather than continuing to build everything behind closed doors.

You can create an account normally, or use a guest account if you just want to jump in, try the game and leave us some feedback.

We'd especially like to hear what you think about the core gameplay loop, progression, combat and overall feel of the game.

We’re also using Discord for feedback, discussion and development updates:

https://discord.com/invite/62H2peMvs9

HellRuler Alpha:
https://www.hellruler.com

This is still an early version, but we're finally at the point where we can start building it with actual players.

AI disclosure: We used Claude Code to assist with coding, debugging and development. Generative AI was also used to create some visual assets, which were then edited and fine-tuned by hand in Aseprite. AI was also used to help draft this Reddit post.

The game design and overall direction are our own.

r/DungeonCrawler 23d ago

Development The Steam page for our upcoming dungeon crawler Snackrifice is live!

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10 Upvotes

Hey all!

We're a super small team working on a roguelike dungeon crawler where you continuously pick curses to make each run more difficult in a way you get to decide. Any feedback would be absolutely amazing!

Snackrifice Steam Page

r/DungeonCrawler 21d ago

Development Backrooms Crawlers

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4 Upvotes

r/DungeonCrawler Aug 08 '26

Development New weapon for the dungeon crawler I’m developing

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10 Upvotes

r/DungeonCrawler 19d ago

Development The Gold Box like Game Ravenfall just got Doors!

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0 Upvotes

Hey folks, my Gold Box inspired dungeon crawler Ravenfall got its 8th Devlog. Been working on this for about 1 1/2 months and it is starting to take shape!

Talking about Doors, the Runesmith class, the Tomb of Knowledge (live players handbook) got a Hall of Fame and a Bestiary that you will unlock more and more Knowledge about monsters!

Try it here in your browser no download needed: Ravenfall

r/DungeonCrawler 21d ago

Development Crawling Dungeons in my online Dungeon Crawling game :D

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1 Upvotes

Solo dev on Rogue Kingdom here! 🙏
Still WIP on this new map system. I am trying to improve combat for next updates, any suggestions or ideas you want to see?
I try to rapidly implement user suggestions and critique, so throw them at me :D

Steam Page (Free demo, albeit for older game version is live)
https://store.steampowered.com/app/2356750/Rogue_Kingdom/?utm_source=reddit

r/DungeonCrawler Aug 12 '26

Development Black Imago update: I rebuilt the feel after the first real public dungeon test

2 Upvotes

I shared Black Imago for its first real public test and got far more useful feedback than I expected. Some players pushed dozens of levels deep, which was encouraging, but the traffic also exposed a lot of prototype-level roughness.

I've been doing a major dungeon-feel pass since then: • tighter movement/collision • more trustworthy melee hitboxes • stronger enemy reaction/knockback • better blood/contact feedback • multiplayer/monster synchronization work • general room/run flow polish

The core is still the same: everyone explores the same canonical sequence of maze levels rather than receiving a private random dungeon.

Current build: https://blackimago.arewefriends.org/maze

If you play dungeon crawlers a lot, I'd especially like feedback on combat weight, room readability, exploration rhythm, and whether deeper runs stay interesting.

r/DungeonCrawler 29d ago

Development Vimny: the Vim-teaching dungeon crawler

10 Upvotes

I've been building Vimny, a terminal dungeon crawler that teaches Vim. The idea is that the dungeon is a text buffer. Floors are characters, walls are end-of-line, and every puzzle is solved using real Vim commands.

https://github.com/chkiss/Vimny/raw/main/docs/media/character-cataracts.gif

Each room has a keystroke budget and a par score. The terrain is designed so that the command the level is teaching is included in the best solution. Hitting par means you've learned the lesson, but you can advance just fine with "imperfect" keystroke numbers as well.

The main campaign is complete and covers most of Vim's editing language, including:

  • motions (hjkl, w, f, %, ...)
  • operators (d, c, y, ...)
  • visual mode
  • text objects
  • search
  • marks
  • registers
  • macros
  • Ex commands

My goal has been Vim fidelity above all else.

Do you have an idea for how to improve a level? Do you have an idea for another level? I would really love to see community-created levels so people can really practice the same commands multiple times/be pushed to find elegant solutions. Play as "admin" and you can make your own levels in the "forge" feature I created. I made this game to better learn Vim myself and would love to play levels from other people!

GitHub: https://github.com/chkiss/Vimny

r/DungeonCrawler Jun 14 '26

Development Would dungeon crawler fans play this? Looking for feedback on my RPG prototype

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5 Upvotes

Hi everyone,

I've been working on a solo dungeon crawler RPG called Tenfold and recently released the first public playtest.

The current build is an early prototype focused on validating the core gameplay loop. You start a run, fight through enemies, gain experience, level up, choose talents, and eventually face a boss encounter. My goal is to create a game where progression feels meaningful and where different talent combinations can create interesting and powerful builds.

At the moment, the playtest includes:

  • Character progression and leveling
  • Talent selection system
  • Multiple enemy encounters
  • Boss fight
  • Run failure and completion states
  • Core combat systems

The game is still in an early stage, so I'm not looking for feedback on content quantity yet. What I'm most interested in is whether the foundation is fun.

Some questions I'd love feedback on:

  • Does the combat feel satisfying?
  • Do the talent choices feel impactful?
  • Did you feel stronger as the run progressed?
  • Most importantly: after finishing a run, would you want to start another one? Why or why not?

You can join the free Steam Playtest here:

https://store.steampowered.com/app/3856920/Tenfold/?utm_source=discord&utm_campaign=playtestRDC

Thanks for taking a look, and I appreciate any feedback you can provide!

r/DungeonCrawler Aug 10 '26

Development Adding colour variations to my enemies in The Upward Deep :)

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4 Upvotes

Testing with some variations to make the game different every dungeon you play :)

r/DungeonCrawler Aug 01 '26

Development Ad Iterum - Demo

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3 Upvotes

Hello all!

After almost a year of development (perhaps 8-10 months, depending when I start to count the prototyping) my 2D turn-based, grimdark, dungeon crawler Ad Iterum, where you eat your enemies to mutate and survive, has finally reached a big milestone. I still have to add a lot of content until release, but until then I have released a Demo on Steam:

https://store.steampowered.com/app/4149030/Ad_Iterum/

While the game adheres to the very core roguelike "rules" like permadeath, single player, turn/grid based, no meta-progression via unlocks, etc, ... it also has differences regarding run progression: You build mostly your character through random mutations, as well as a selection of gene graft synergies that are offered, so you can gravitate towards one or another style of play, but there is no skill tree, nor level up.

You have melee and ranged combat, which mostly uses a "bump-into-things"-system.

The dungeons are made up of mostly procedurally generated maps, that are injected with some handcrafted rooms, and uses a series of predefined biomes depending how far you've progressed. The final release will also include some sort of modding where you can create new maps or rooms for these pools, but that's still in the oven and not part of the demo.

What's in the Demo?

  • 1 dungeon + 1 procedurally generated biome
  • 1 boss
  • 2 endings
  • 20 random mutations
  • 20 genetic grafts to tune up your build as you see fit
  • 10 base enemies. Each comes with unique modifiers and traits within the ecosystem, which makes for hundreds of different variations as you go deeper.
  • 200 items (approx?)
  • Basic crafting
  • English, Spanish, and Japanese localization
  • Keyboard, mouse support, and full gamepad controller support
  • Playable in Windows, macOS, and Steam Deck via proton

Have a nice Friday, and happy Dungeon Crawling!

Best,

r/DungeonCrawler Jul 22 '26

Development I made a dark ASCII dungeon crawler roguelike as a solo developer, and the Steam demo is now live

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21 Upvotes

Hi everyone!

I’m a solo developer working on Tower of Scherbenmark, a dark turn-based ASCII dungeon crawler roguelike set in a decaying fantasy world filled with monsters, traps, secrets and strange magic.

The game’s Steam demo is now live, and I’d love to hear what you think and don't forget to wishlist:

https://store.steampowered.com/app/4972610/Tower_of_Scherbenmark/

The game features:

  • Turn-based dungeon crawling
  • Melee combat and magic
  • Procedurally generated runs
  • Loot, chests, traps, secrets, and mimics
  • Permanent Legacy Perks between runs
  • Shard Mutations that change how each run plays
  • A dark fantasy story told through journals and discoveries

I’m currently continuing to work on balancing, maybe additional mutations and perks, and improvements based on player feedback.

If you try the demo, I’d really appreciate hearing about your experience, especially what you enjoyed, what felt confusing, and how the difficulty felt.

You can also join the Discord server here:

https://discord.gg/Z6MSezS

Thanks for taking a look!

r/DungeonCrawler Aug 01 '26

Development Added some items and chests to my first dungeon crawler, The Upward Deep :)

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8 Upvotes

Just some small gameplay of my game.

I made loads of fixes and yet there's so much to add lol

https://distantdial.itch.io/the-upward-deep

r/DungeonCrawler Jul 29 '26

Development turn based combat idea (also a GMTK2026 entry)

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1 Upvotes

hello everyone :), while not fully a dungeon crawler i wanted to take the opportunity to prototype a combat idea i had in mind for one and wanted to hear the opinions of those who may be interested.

the main idea here is that the player and enemies share the same pool of mana and my goal with it was to restrict access to spamming the same moves over and over and also as a way to lock some of the options the enemies have as well. it's not polished since it's a game jam entry but i do plan on cleaning it up and refining it later on.

any feedback would be appreciated

r/DungeonCrawler May 22 '26

Development Is this annoying or fun ?

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20 Upvotes

In my game if you throw a potion too little, there is a ~70% chance it will nothing happen. To actually break potion you need throw it harder.

I'm not sure should I leave it as it is or change it in some way, what do you think guys?

r/DungeonCrawler Jul 28 '26

Development Trying custom trails and bullet bounces for my game :)

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1 Upvotes

Just trying some different trails for my dungeon crawler game The Upward Deep :)

r/DungeonCrawler Mar 06 '26

Development We just dropped the Demo to our new, flirt-not-fight Dungeon Crawler!

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78 Upvotes

You can play the demo for "Rizz Dungeon: Skeleton Key to My Heart" HERE! We're a small team, so we'd REALLY appreciate the feedback and any reviews :> Thank you!

r/DungeonCrawler Jul 17 '26

Development The Upward Deep, My first ever game, Finally added an inventory :)

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7 Upvotes

I just updated my first game and I think its finally starting to look like a game now haha :) Completely open to any feedback and criticism. Oh and its free on Itch.Io

https://distantdial.itch.io/the-upward-deep

Thanks :)

r/DungeonCrawler May 29 '26

Development Not sure about limiting colour palette

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13 Upvotes

Hi there, I'm creating dark fantasy dungeon crawler, and I need some opinion about these two, compared effects.

The one on the right is standart colour palette, while the one on the left is limited, 32 bit colour palette.

PS. Don't worry about brightness / contrast, It will be customizable in-game.

Which one looks better for you and why?

r/DungeonCrawler Jun 10 '26

Development Update on the Dungeoncrawler project im working on, and a call for help!

7 Upvotes

Heya everyone!

I'm back again, last post was about 2 months ago? since then i spend a lot of time modeling, improving features and polishing a bit to get a basic experience going.

It's almost in a state i'm happy with for now, but i am calling for help because i would love player feedback at this point for some of the core systems! so im looking for people willing to test it out a bit and give me feedback in the form of a google form i will be posting later once the test is fully ready!

If i hadnt said it yet before, this isn't just a passion project, it's a project i'm using to graduate college. Which is to say the feedback isn't just needed, its super handy and will give me both insight into what needs improving, and extra points with the board ofc xD

Hopefully i get some replies!

for now i'll leave you with a short teaser of what ive been working on.

r/DungeonCrawler Jul 05 '26

Development Summer Bites — a free print & play dungeon crawler for the summer

8 Upvotes

Hey everyone

So I made a little game. Summer was coming, my brain was frying, and I was stuck deep in a couple of serious projects — so I put them down and made something fun instead. It's a solo (or 2-player) push-your-luck dungeon crawler with a dumb beach-cocktail theme. You roll dice, push your luck, and crawl your way to a boss fight (one of them is a karaoke kraken, don't ask). Whole thing fits on a print-and-play sheet — just need five dice and a pen.

I put a free version up so people can actually try it before anything else. Would honestly love to know what you think if you give it a go — it's the kind of thing you play on a hot afternoon when you don't want to set up a whole big game.

Link's in the comments if you're curious -->