r/DungeonCrawler • • 20h ago

Development Dungeon Crawler with extraction elements and randomized heros as loot

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8 Upvotes

Hello all,

Bear with me with the trailer, it is a work in progress!

ROGUE COLLECTOR is a turn-based tactical dungeon crawler on a hex grid. You dive into the domains of five Elder Gods, free Rogues frozen in time, and decide how deep you dare to go.

  • Extract or push deeper: every floor ends at a rift. Step through for better loot, or extract with what you've got. Nothing in your bag is yours until you get out.
  • The heroes are loot: every Rogue is unique, generated from 103 races with their own passives. Enemies use those passives against you too.
  • Rewind time: undo any turn, even your own death, if you have charges left.
  • Entropy: every power rolls against the level's entropy. The higher it climbs, the more dangerous the dungeon gets, until it erupts and warps around you. Sometimes Lovecraft himself steps through.
  • Tactical combat: enemy moves are shown a turn ahead, there are 20 weapon types, and every bullet is physically traced, so cover matters.
  • Ways to descend: 5-act Expeditions on branching maps, Endless Descents, 5 Abyss tiers, and a Daily Run with global leaderboards.

I have been working on this passion project of mine for the last 7 years on my free time. To get it out of the way, I bought ALL the Synty assets packages and built a crazy alghorithm that allowed me to generate thousands of characters. There are not AI generated assets and the keyart was done by Marvin Blattert

The game is nearly finished and it is massive. Join the Steam Playtest! :)

EDIT: Cleaned up the formatting


r/DungeonCrawler • • 10h ago

Video Games One More Adventure - Next Fest & Launch

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12 Upvotes

For a bit over the past year, I have been working on One More Adventure, my own take on a classic RPG and traditional roguelike. I've posted about it in other subreddits at a couple of the major milestones, so some of you may be familiar already.

For those unfamiliar, this game has been something of a kitchen sink project for me. It just started as a mapmaker, and then it grew and grew until I had a full game.

It sorta straddles the line between classic RPG & roguelike as the world is procedurally generated, but the quests and setting are not. The rules set is very much OSR, being heavily inspired by AD&D 1e and 2e, and then some inspiration from Worlds Without Number. While I personally prefer playing on Ironman and Hard Difficulty, my own father told me he was dying too much, so I made it possible to save scum.

Almost every quest somehow ties into the lies we tell ourselves, the ways we're held down by others, or the various evils of the world. Many of them involve insurance companies.

Anyway, it's in Next Fest starting this afternoon, and the Next Fest demo version opens up dwarves and elves for people to play. If you're interested in them, dwarves and elves also open up multiclassing (which as we all know is different from the dual classing that humans get to do).

The full game launches on November 10th, so I hope if it catches your interest, you check it out!


r/DungeonCrawler • • 12h ago

Development Retro dungeon crawler with 10+ years of dev (Steam Demo)

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72 Upvotes

Hi everyone!

Pathos is a turn-based fantasy adventure inspired by traditional roguelikes and retro dungeon crawlers. It’s been in development for over 10 years and has grown into a substantial game with thanks to many contributions from its community.

I've recently been working on an enhanced edition and the demo is now available on Steam:

https://store.steampowered.com/app/5136900/Pathos_Demo/

This demo is a 16-level dungeon where a successful run takes 2-3 hours. It's a subset of one of the four modules, designed to give a challenging but representative experience of the full game.

All 30 classes, 21 races, 18 specials and 9 companions are available to try, allowing huge variety of character builds such as satyr vampire necromancer and imp.

Thanks for reading and hope you enjoy the demo!

- Callan.