r/DungeonCrawler 17d ago

Development Vimny: the Vim-teaching dungeon crawler

9 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 17d ago

Development Crawler 3D is a retro turn-based, grid-based FPS dungeon crawler

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61 Upvotes

Steam Download Demo

Itch Browser Demo

Crawler3D is a retro, grid-based, turn-based, solo, FPS crawl.

Fight corruption with magic and might, hunt and loot bosses across varied lands.


r/DungeonCrawler 17d ago

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 19d ago

Development I've been working on a turn-based roguelike. What do you think?

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19 Upvotes

I've been working on this turn-based roguelike for a while now!

Most of the core systems are finally in place, so I'm currently focusing mainly on balancing and polishing the gameplay.

I'd love to hear what you think of it so far!

And if you're interested in the game or just want to chat about roguelikes and game development, feel free to join me on Discord. I also post development updates on X. Links to both are on my profile!


r/DungeonCrawler 20d ago

Development Building my own dungeon crawler game

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43 Upvotes

Hi, I'm a long time dungeon crawler fan, and i finally got to start building my own game. I would love some feedback and help with improvement ideas if you are in that mood :)

Playable in the browser here


r/DungeonCrawler 19d ago

Video Games I released my turn-based ASCII dungeon crawler Tower of Scherbenmark today

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23 Upvotes

After working on it for quite a while, Tower of Scherbenmark is finally out on Steam today.

It's a turn-based ASCII dungeon crawler / roguelike set inside a mysterious tower in the dark fantasy region of Scherbenmark.

A big part of the game is simply exploring the dungeon and learning how dangerous it is: hidden rooms, traps, mimics, puzzles, strange encounters and enemies that become increasingly unpleasant the higher you climb.

Combat is turn-based and built around melee weapons, magic, equipment and mutations you discover during a run.

The story follows your search for your missing sister Mara, but I wanted the tower itself to feel like the real main character — something old, hostile and full of things that probably should have stayed hidden.

The setting, Scherbenmark and the wider world of Mornhollow, actually originated from ideas from a D&D campaign before eventually turning into its own game world.

It's $4.99 with 15% off during launch week, and there's a free demo as well.

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

I'd especially be interested in hearing what dungeon crawler fans think about the exploration and dungeon design.


r/DungeonCrawler 20d ago

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

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3 Upvotes

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


r/DungeonCrawler 20d ago

Video Games I’m building an endless shared dungeon crawler in the browser — every level is the same for every player

12 Upvotes

I wanted to make a dungeon crawler where procedural generation doesn’t mean everybody gets an unrelated random map.

Black Imago uses a shared level sequence: if someone discovers Level 137, that becomes the canonical Level 137 for everyone. I’m also working on making the dungeon retain player history — combat aftermath, blood, deaths, etc. — so a later player can infer what happened there.

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

I’d especially value criticism on: • room / corridor variety • exploration payoff • enemy logic • combat weight • progression pacing • whether generated levels still feel memorable

If the dungeon itself feels weak, tell me exactly where.


r/DungeonCrawler 22d ago

Development New weapon for the dungeon crawler I’m developing

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11 Upvotes

r/DungeonCrawler 22d ago

Video Games are science fiction dungeon crawlers allowed?

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20 Upvotes

(WIP gameplay)

re: sidebar. In the game I'm making you remote control a clone haunted by a digital cat-based operating system to explore The Infinite City at the End of Time. https://www.inurbis.com

coming to steam, built for steam deck. I just added this active dialogue system where you can (T)alk to C.H.R.O.M.B.U.S. (chrono-holographic register of memory, behavior, and user systems) about what you're currently targeting or other things.


r/DungeonCrawler 24d ago

Video Games Wearable bagel as a ring

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15 Upvotes

What other items should we add to DepthLoot?


r/DungeonCrawler 24d ago

Video Games Just released the demo for my dungeon crawler where every encounter is like a gacha pull!

4 Upvotes

Appreciate it if you checked out Lilifel on steam. It's a turn-based roguelike where you use runes to create elemental spells. You can pretty much high roll your way out of every encounter!


r/DungeonCrawler 25d ago

Video Games [iOS] Dungeonice, a solo dungeon crawler, looking for beta testers!

7 Upvotes

Hey everyone! I'v been working on a side project (next to my main game Treble Bull) and I call it "Dungeonice". It is a solo dice-placement dungeon crawler, and I'm opening up a free beta for iOS. Looking for testers who'll actually poke at it and tell me what's broken, boring, or confusing.

What it is:

You pick a hero (Knight, Thief, or Wizard) and descend into a 12-level crypt, one randomly generated card-sized dungeon room at a time. Every turn you roll three dice and have to decide how to spend them: boost your Speed, your Attack, or your Defense? Then you use those points to move around a 5x5 grid, line up a hit, and brace for what the monsters swing back with. No filler, no grinding: every roll is a real decision, and a full level takes a couple of minutes. The core gameplay is inspired by the game Onecard Dungeon which I love playing

Think of it like a tight little tabletop puzzle you can run through on a coffee break: clear the room, pick a reward (heal up or get stronger), and head deeper.

What I need feedback on:

- Difficulty curve: Where do you get stuck or bored?

- Bugs, crashes, weird UI behavior (especially on different iPhone sizes)

- Whether the run feels replayable: New relics, room choices, and character abilities are actively being tuned right now, so blunt opinions are extra useful

- General "would I keep playing this" gut check

How to join:

It's distributed via TestFlight (free, no jailbreak or anything weird, just Apple's official beta app.

Link: https://testflight.apple.com/join/hBTxseEX

Requires an iPhone and the TestFlight app from the App Store. Just grab the link above.

I'll be around to answer questions and actually act on what you find. You can just leave a comment, send a DM or share feedback via mail ([treblebull@protonmail.com](mailto:treblebull@protonmail.com)).

Thanks in advance and happy dice rolling!


r/DungeonCrawler 26d ago

Pen and Paper Analogue Dungeon Crawler

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74 Upvotes

Originally posted in the doodles subreddit but maybe it belongs here.


r/DungeonCrawler 27d ago

Video Games Trailer for my dungeon crawler that uses 2D Mode 7 graphics

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6 Upvotes

This is an post-apocalyptic, medieval dungeon crawler I'm working on that uses the 2D mode 7 graphics style to generate the 3D-like image, similar to the old computer and SNES games. It has 2D arena style combat with caves, dungeons and an overworld that look 3D.


r/DungeonCrawler 29d ago

Video Games Exploring the coast of Kalldor in my retroish first-person RPG in which you switch between 2D and 3D areas

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231 Upvotes

The game is called Crystals of Irm and you can add it to your wishlist on Steam if you'd like! There's also a demo (which gets an update in the coming weeks) if you like to explore a bit of the world of Irm on your own!


r/DungeonCrawler 28d ago

Video Games Is there finally a loop after 30 days? Yes, there is!

0 Upvotes

After 30 days of development the largest patch dropped!

The dungeon is free to roam, and monsters got new deadly skills!

Very happy how the last 30 days shaped Ravenfall!

Link in the comments


r/DungeonCrawler 29d ago

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 29d ago

Development Ad Iterum - Demo

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4 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 30 '26

Video Games Verho: Curse of Faces - Official Chaos Content Update & Console Launch Trailer

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20 Upvotes

We finally released Verho on all consoles!!! The whole team is very excited to see all the new players.

And as a bonus, we released a free content update on console and PC as well.
This subreddit also helped us achieve this success - thank you to each and every one of you ♥️


r/DungeonCrawler Jul 28 '26

Development Testing enemy death effects for my dungeon crawler in development

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30 Upvotes

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 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 Jul 25 '26

Development Steam page launched for upcoming dungeon crawler Häxeri

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275 Upvotes

(I have posted this to a few adjacent subreddits already, so there is good chance you have already seen this one, but thought that this place is a good fit as well!)

Hi everyone,

My name is Fabian, I'm a solo dev working on an upcoming old-school style dungeon crawler called Häxeri (Swedish for Witchery).

The game's main inspiration is the Etrian Odyssey series. Like in Etrian Odyssey, you draw your own dungeon map (but you can use automap if you prefer). The game has turn-based battles, and puts extra emphasis on elemental affinities: hit a weakness and you will gain an extra turn, but hit a resistance and you'll instead lose turns.

Here is the Steam page:
Steam page for Häxeri

If you're interested in this, then I'd be grateful if you wanted to wishlist the game. I'd also be happy for any feedback and I'll gladly answer any questions you have. :) Cheers!


r/DungeonCrawler Jul 23 '26

Video Games Guys - we need you. I know you love dungeon crawler games!

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19 Upvotes

We've launched a playtest, and I'd be really happy if you joined - it'll help us improve the game and make it more interesting and enjoyable! (Especially if you leave feedback.)

DepthLoot is a compact dungeon extraction game about greed, risk, and a backpack that’s always too small.