Dungeon of the Endless is a Rogue-Like Dungeon-Defense game, in which the player and their team of heroes must protect the generator of their crashed ship while exploring an ever-expanding dungeon, all while facing waves of monsters and special events as they try to find their way out...
User reviews:
Mostly Positive (165 reviews) - 78% of the 165 user reviews in the last 30 days are positive.
Very Positive (5,503 reviews) - 90% of the 5,503 user reviews for this game are positive.
Release Date: Oct 27, 2014

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Recent updates View all (69)

April 26

Patch [1.1.5]

Hey guys,

Thank you all for the various reports. We're sorry it took a little bit longer than expected to release these fixes, but here they are!

Release Notes [1.1.5]
  • Fixed an issue with the Cryo Capsule activation that would note generate a hero
  • Fixed an exploit with duplicated items that could be sold infinitely - link
  • Fixed an issue with the "Continue" button greyed out in the main menu - link
  • Fixed an issue with heroes not operating nor catching items in small rooms - link
  • Fixed an issue with disconnections in Multiplayer mode: in case of a disconnection, players can now save & quit, reload the game, and claim back their heroes - link
  • Players leaving a multiplayer game now automatically give their heroes to the host

~The Amplitude team

40 comments Read more


“There’s nothing to rank alongside it. Influences and borrowings be damned – it stands alone and is as brilliantly designed, challenging and cunning a package of ideas and aesthetic choices as anything I’ve seen this year.”
Wot I Think – Rock, Paper, Shotgun

“Don’t be fooled by the simplicity of its pixels: no individual element of Dungeon of the Endless is especially complicated, but together they form a fiendish and unforgiving challenge. If you’re willing to take that on then it makes it more than worthwhile, borrowing from several genres to create something that feels unique - as well as bursting with personality and smart choices.”
8.1/10 – IGN

“From its setting to its design and aesthetic, Dungeon of the Endless feels like a game built for me. It’s tough and unforgiving, but it’s also fair. Despite all the deaths I spent climbing through the dungeon’s floors, I slowly mastered the game. That’s a testament to the roguelike genre, and it’s why I like tangling with it so much.”
4.5/5 – Game Revolution

Special Edition

Dungeon of the Endless Digital Game

  • Play Dungeon of the Endless on PC and Mac.

Official Digital Soundtrack

  • All Dungeon of the Endless tracks created by FlybyNo in mp3 format.

”Dungeon of the Endless” Amplitude Badge

  • Adds a unique badge to your Amplitude account.
  • Adds 200 G2G to the value of your votes on our website.

Dungeon of the Endless Digital Game

  • Play Dungeon of the Endless on PC and Mac.

Dungeon of the Endless "Bookworm" Add-on

  • Adds “The Library” spaceship that unlocks a new mode for the game.
  • Adds Josh ‘Ntello to the hero cast of the game.

Official Digital Soundtrack

  • All Dungeon of the Endless tracks created by FlybyNo in mp3 format.

”Dungeon of the Endless” Amplitude Badge

  • Adds a unique badge to your Amplitude account.
  • Adds 200 G2G to the value of your votes on our website.

About This Game

A few hundred condemned criminals were being shipped to the Auriga system on board the prison hulk “Success”. While this was presented as a chance to earn back their place in society by working hard for the common good, they understood that in fact they would be slave labour, sent to colonize an unexplored planet. All they knew about Auriga Prime was what the probes told them: it had water, temperate zones, plant life, and plenty of metals in the crust.

In fact, the planet Auriga once hosted a major settlement of the galaxy-travelling ancestors known as the Endless. In addition, the planet was still orbited by a functioning (and well cloaked) defensive system, which sprang eagerly to life upon the arrival of the Success. Within a few minutes, the ship was nothing but a few large chunks of metal falling toward the planet.

Every set of holding cells also functioned as an escape pod, so the ship let itself disintegrate and the surviving prisoners fell bruised but (temporarily) alive and (momentarily) safe to the planet below. Safe, that is, until they realized that they had crashed through some sort of facility of the Endless, down to a sub-basement so deep and ancient it might as well be called a dungeon…

Gather A Team.

  • Form a team of heroes, each with their own strengths (and psychoses)
  • Equip them, deploy them, and earn powerful abilities
  • Manage the balance between ex-prison inmates and guards
  • Experience four player coop and watch your back

Build Your Defenses.

  • Use the Dust you gather to power the rooms
  • Use scarce resources to help your team survive
  • Build minor and major modules to hold off waves of monsters
  • Decode Endless ruins to discover life-saving technologies

Open the Door.

  • Each door is a danger; prepare yourself and your team for anything
  • Explore and discover an infinity of levels and layouts
  • Carry your crystal through waves of monsters to the exit of each level
  • Fight your way to the surface to discover the truth about Auriga

System Requirements

Mac OS X
    • OS: Windows Vista / 7 / 8 / 8.1
    • Processor: 2.4 GHz Intel Core 2 Duo or equivalent
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 8600 GT or equivalent
    • DirectX: Version 9.0c
    • Storage: 700 MB available space
    • Sound Card: DirectX 9 Compatible Audio
    • Additional Notes: Minimum Resolution: 1280 x 720
    • OS: Windows Vista / 7 / 8 / 8.1
    • Processor: 3.3 GHz Intel Core i5 or equivalent
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 560 Ti or equivalent
    • DirectX: Version 9.0c
    • Storage: 700 MB available space
    • Sound Card: DirectX 9 Compatible Audio
    • Additional Notes: Minimum Resolution: 1280 x 720
    • OS: MAC OS X 10.8 or higher
    • Processor: 2.4 GHz Intel Core 2 Duo or equivalent
    • Memory: 2 GB RAM
    • Graphics: AMD Radeon HD 2600, NVidia GeForce 9400 or equivalent
    • Storage: 700 MB available space
    • Additional Notes: Minimum Resolution: 1280 x 720
    • OS: MAC OS X 10.8 or higher
    • Processor: 3.2 GHz Intel Core i3 or equivalent
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon HD 4670, NVidia GeForce GT 330 or equivalent
    • Storage: 700 MB available space
    • Additional Notes: Minimum Resolution: 1280 x 720
Customer reviews
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Mostly Positive (165 reviews)
Very Positive (5,503 reviews)
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4,002 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
2 people found this review funny
19.6 hrs on record
Posted: September 21
This is a amazing game and recommend it to anyone who likes strategy games! Also the soundtrack is AMAZING!
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2 of 2 people (100%) found this review helpful
2 people found this review funny
23.5 hrs on record
Posted: September 26
I love the complexity of the strategy, the diversity of the roguelite experiences each time I play, and the art style is wonderful. Multiplayer is very stable, and a real challenge compared to the way one learnssingle player. Learning through experience is fun and while I don't always have the time to finish a game in one session I keep coming back and enjoying the runs
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1 of 1 people (100%) found this review helpful
14.2 hrs on record
Posted: September 23
One thing I certainly have to say for Dungeon of the Endless is that it's awfully hard to describe. You're basically in a ship trying to move a crystal from one floor to the next, killing enemies that spawn in unlit rooms which try to attack the crystal. The caveat being that you don't have enough power to light ALL the rooms. Within that framework, you can make yourself better at killing enemies (leveling up or finding items) or research and drop some defenses and machines to help you do it. Playing the game typically comes down to thinking in advance about what could happen and taking chances. Should you build something that, over time, will help you research more defenses, even if you may not spend much more time in that particular level? Should you risk hanging out across the map maximizing food production, if your gun will mean the difference in whether your teammate is able to defend the crystal (or themselves). These tense decisions keep the game engaging.
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1 of 1 people (100%) found this review helpful
28.6 hrs on record
Posted: October 1
The strategies to this game are endless. The luck of the draw is brutal at every turn. And the satisfaction you get when you finally make it to the surface is unrivaled in your everyday game.
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1 of 1 people (100%) found this review helpful
1 person found this review funny
104.8 hrs on record
Posted: September 30
I never post reviews. This game is ♥♥♥♥ing great if you're into roguelikes.
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3 of 14 people (21%) found this review helpful
Not Recommended
33.9 hrs on record
Posted: September 22
It has it's fun moments, but it's mostly just insanely frustrating. "Too Easy" is anything but. 20 games in, at roughly 2hrs each, not a single win or anything to show for it. That is a LOT of wasted time. And I don't mean "wasting time playing games", I don't consider playing games wasting time, I consider it my entertainment. Eventually you reach a point where you simply get zerged to death, no matter how good your room strategy or how well equipped your guys are. It doesn't help that the information is neglible. "What does this do?" Who knows, die and find out. That's another thing, there is very, VERY little tolerance for "whoops". Open the wrong room, sell the wrong item, and you might as well Abandon and try again. Can't really recommend. If you get it as part of a package deal, give it a shot, maybe you'll have more luck. Just definitely not worth it alone. Especially frustrating because it really is fun for the most part. Right up until you hit that unstoppable flood of monsters...
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6 of 8 people (75%) found this review helpful
1 person found this review funny
Not Recommended
60.7 hrs on record
Posted: October 13
Product received for free
I was given DotEndless from a friend with an extra key. Endless Legend was my first of the Endless games and this is my second.

Positive things first: The game's art, style and Amplitude's signature wit are all very much on point. I had many chuckles in my time playing this game and everything looked and ran smoothly. The game is also unforgivingly brutal, which for any fan of rogue-likes can come to appreciate. If you make a mistake you WILL regret it, but that makes victory all the sweeter. And there are also a decent number of unlockable characters for a good number of different takes on a run, as well as those required small victories one needs for a brutal rogue-like (you unlock characters by running into them in a run and advance 3 floors, you don't need to beat the dungeon).

All that being said I cannot recomend this game. Primarily because it teeters too far into more frustrating than actually fun in the rogue-like spectrum. I am infamously masochistic among my circle of friends and I still can't bring myself to WANT to play another run of this game after almost 24 hours of playtime. This is because DotEndless makes a classic mistake of roguelikes and does not doublecheck for actually impossible situations. And this isn't "it's so hard it may as well be impossible", I mean actually cannot progress within the game's constraints.

Aside from that, another negative factor to this game is something I have noticed with the Endless franchise. There is too much crammed into the game. As the trailer and tags states, there are TD, 2d, rogue-like, RPG, strategy, etc etc elements in the game. What they don't tell you is that in the bid to incorporate all those tags, the overall game suffers. The rogue-like elements conflict with the TD elements, the RPG elements conflict with the strategy elements, and so on.

The game's underlying premise and core mechanics are unique, and I WANT to like it. But I'm sorry to say numerous elements of this game need to be sacrificed for a better overall experience. DotEndless will draw you in for the first few hours and if you're stubbornly fond of brutal games like I am, you'll last maybe 20 hours before you start spamming restart for ideal starts or setting the game aside for another, better rogue-like such as:

Risk of Rain
Rogue Legacy
Crypt of the Necrodancer


Post 40-hour gameplay edit:

I have resigned myself to grind at this game until I at least beat the first dungeon on easy, or else it will haunt me for eternity. While I have gotten considerably better at getting farther I just finished a 5 hour run dying on the last floor simply because I had picked the side the exit wasn't on to explore. I can only re-emphasize that this has considerably more good luck needed than is healthy for a game.

51-hour edit:

So I finally beat the first dungeon, and I admit my view of the game has improved now that I understand a myriad of tricks and skills to get you to the end. However, the fact that I needed over two days worth of game time to really get the game down and make it all mesh does not bode well. I still won't recommend this game to my friends, but I will say this game is possible at the very least.
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Most Helpful Reviews  Overall
324 of 346 people (94%) found this review helpful
10 people found this review funny
11.1 hrs on record
Posted: November 5, 2014
Firstly, a TL;DR for the lazy reader:
+ Great Art and Music
+ Great lore, for those interested in the Endless setting
+ Great design and interpretation of the rogue-like genre
+ For 10 bucks, you can enjoy at least a solid 6-10 hours of gameplay and potentially dozens more.
+ Multiplayer is finally fixed and well designed.
- However, it is heavily team dependant and one player can genuinely kill three others by making rash decisions. With friends, this game should be a blast.
- The game’s mechanics may not be for you, read section “Game Mechanics” for more info.
- Some minor bugs

Read More:
Dungeon of the Endless follows the lore of previous games by Amplitude Studios (Endless Space & Endless Legend) and presents it this time, in a “rogue-like” fashion. The objective is simple: Explore the dungeon, search the rooms and then get the dust crystal through swarms of aliens into the teleporter for the next floor. The mechanics of this game are somewhat profound and relatively unique, based on a turn-like system that dispenses new events after a door in the dungeon is opened. This isn’t to be mistaken with the fact that the game is very much in real-time, players will have to make very quick decisions on defensive relocations, retreats and emergency use of skills/medkits. I imagine the most convenient mechanics comparison to be drawn here is to that of Faster Than Light.

Game Mechanics:
The biggest design component of the game leads me to warn potential buyers to possible disappointment- heed my word. Suppose the main feature of rogue-likes that people enjoy is the risk: reward decisions one has to make. This is tied with the subsequent “snowballing” of a character’s strengths and the increasing challenges; item collections in Risk of Rain, Binding of Isaac. At first glance, Dungeon of the Endless may not meet these expectations, decisions to develop one’s character is often met with only simply a new ability or meagre stat boosts. This isn’t an inherent flaw in the design but rather, a choice made to cater to players having to combine all of the resources: Industry, to build modules for resources and defense, food for character development and medkits, sciences for researching better modules. A player that may only enjoy, say, the character development of a roguelike will be met with disappointment here as one cannot neglect the other aspects of the game in order to succeed- the very same reason why Amplitude has curbed the potential of characters clearing whole floors by themselves.

However, when said mechanics are utilised properly the game truly shines. Players will find themselves scrutinising their floor’s layout, optimising where to allocate power and resources, what resources are most required, whether or not to save resources for the next floor, if characters should be replaced by newfound possible companions, the list goes on. Decision making is the core component of the game that gives it drive, anticipation of resources desperately needed, whether it be dust or a replacement for a fallen companion will lead players into a game that forces them to make decisions. Make no mistake, the game is balls to the walls difficult and will not hesitate to stomp on your carefully knitted floor plans whenever it gets the chance. For this, I commend the developers in creating a relatively fresh balance of mechanics in a recently inflated genre of “rogue-likes”.

Multiplayer is also quite entertaining with gameplay identical to that of singleplayer except with one character per player. This leads to less micro-managing and a larger pool of resources, making the game easier only when players can cooperate properly and plan ahead together. The biggest complaint I have about this however, is the lack of a save-multiplayer feature, thus games can often stretch out for multiple hours and leave players exhausted or unwilling to continue. Furthermore, the lack of a host migration system means that if a host leaves the game—you’re screwed. Amplitude must address these features as they are critical to the quality of gameplay and I find myself only playing alone or with a friend instead of with other players.

Art & Music:
Other than that, the only noteworthy mention of the game is its further development of the Endless lore, which I am a particular fan of and DotE does not fail to impress, new characters and revelations about the world left me relatively keen on the story of the game. Furthermore, secret character interactions are revealed when specific combinations of characters are placed in a party, leading to a more interesting play through and for the eager player, experimentation with compositions. This lore is accompanied by a pixel art style that is of an impressive quality and the usual stature of music that amplitude has impressed me with so far. Though these are subjective and you in particular may not agree with me.

Final Judgement:
For the singleplayer experience alone, I recommend the game for its listed retail price. On sale, it’s a must-buy. Though multiplayer bogs the game’s overall quality down, Amplitude is known to respond very well to player criticisms and I am confident they will address these issues. Overall a fantastic little game. On my first playthrough, I fought hard to get the crystal to the elevator and in my rash attempt to escape, left my other party members behind to get eaten by aliens. Made me think “Would play again”- and I did, a lot.

Update as of 27th April 2015:
- There is a save feature for multiplayer now, this was much desired and a great improvement.
- However, the community has slowly died down. It is not impossible to find a match depending on the hour of the day, however there are far fewer lobbies than a few months ago. I would recommend searching globally and not just within your region when searching for a game.
- Multiplayer overall works well now, however there has been observations of a recent bug that removes items from the characters of certain players whilst they return when traded to others. Hopefully this is fixed by amplitude.
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364 of 402 people (91%) found this review helpful
1 person found this review funny
36.5 hrs on record
Posted: December 11, 2013
Warning: The following was composed while the game was released in Alpha 0.1.0.

Please understand that the game is still in development and when the game is updated the information in this review may be obsolete. When the development surpasses Alpha 0.1.0 you may be able to use this review to compare how the game has changed over development.


Rogue-like games are normally games which offer some form of level randomization and permanent death; your character dies and you must either start over or keep going until everything is lost. These types of games are normally unforgiving.

If you have an interest in Rogue-like games and think that an intermixed concept of base defense is a good idea, keep reading. If you do not like traditional Rogue-like games where it is turn based, you might still like this since it is a hybred of turn-based and real-time with a pause feature. However if you do not like either concept of Rogue-like “permadeath” or base defense you may want to consider doing more research or finding something else.

Also with a Rogue-like game the graphics are not normally the main focus, thus if you are turned off by anything below 3D graphics you should consider something else.

This will be a breakdown of concept and features, atmosphere and stability.

Concept / Features

The concept of mixing Rouge-like with base defense is interesting; it gives an interesting way to progress. Including Dungeon of the Endless uses real-time with waves verse the traditional turn based method.

Right now the game has three available resource types, Food, Dust (energy) and Industry (tech). Food is used to recruit new members to your team, heal them and level them up. Industry is used to create defenses in powered rooms. Dust is used in two ways first to buy things from random merchants and to power rooms beyond the starting room with the core. Dust currently resets every level while Food and Industry do not.

Progressing in the dungeon you will have to make decisions on if it is correct to save Food to heal or on the chance to recruit someone or even to level someone up. The current max level is five and five makes a large difference verses a level one however it is expensive.

The player will have to decide what rooms to open to since they will not have enough Dust to supply all the rooms at the start. When you have access to merchant the player will have to decide if they are going to give up Dust used for defenses to buy equipment or sell equipment for dust. Defenses can be used to also increase your income while exploring.

Progression also at this time also includes finding chests and blueprints for building new defenses.

The interface is rather clean and easy to use after you have it down. It also allows short-cut keys while building defenses, so you can hold shift and click to place multiple defenses instead of reusing the menu.

The game also employs a monster wave system, where waves occur over time from unpowered rooms. Thus if the room remains unpowered monsters come from the vast darkness to kill the team.

The overall objective is to find the room to the next level and then move the core there using one of the heroes to do so. You will find that the rooms begain to lose power while doing this and waves of monsters start to show up to stop you.


Overall the feeling is deployed correctly for alpha; the story is short and sweet and not overly lengthy or bulky. Basically your team of two is on a ship and become stranded and must progress through the dungeon. The generated two characters the player start with have a slight background to have the player interested and give a hint on how they should be used to progress.

The graphics are a very nicely done pixel art format, with effects and seem to pay homage to older graphical related Rouge-likes very well. Personally I found the graphics enjoyable.

Music was interesting and seems to fit well with the current atmosphere of the game however it may become bland unintentionally over extended play.


Overall the game /did not/ hang or crash on older machines that lacked the graphics requirement. I tried on older desktop machines and laptops under windows Vista and Windows 7; it was pretty efficient and was not a complete resource hog on the system. I also did not run into any critical errors which cased instability and the program failed to run. While I’m unable to speak for everyone and their systems it seems to be overall pretty solid. Most of the time games in alpha or beta still are unstable while this game seems to be nicely polished in respect to stability in the listed windows environments.


I would currently recommend this to someone who is /interested and willing/ to try a Rogue-like combined with base defense which is implemented in hybred fasion of real-time and turn-based. This game will most likely have a very interesting development process from Amplitude Studios and I look forward to it.

Work History

Posted: Dec 11, 2013 @ 6:09pm

Updated: Dec 11, 2013 @ 11:15pm
  • Slight Edits

Updated: Nov 7, 2014 @ 12:28pm
  • Added Work History.
  • None of the complied review text was changed.
  • Changed text formating slightly.
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243 of 257 people (95%) found this review helpful
2 people found this review funny
144.7 hrs on record
Posted: May 16, 2014
Early Access Review
This is what happens when your FTL crew crashes into Binding of Issac's basement.
It's pretty pretty and painfully punishing, Endless is entertaining to say the least.

Update, post-release review.
This is a great dungeon crawler, highly recommended for anyone who enjoys resource and combat management, and beautiful pixel art.
It should be noted that gameplay is not focused on direct combat control. The heroes can be told where to go, and each have a couple abilities that can be activated to assist in combat, but they will auto-attack enemies in the room. Although combat is real-time, progression is door-based (basically turn-based), with hero ability cooldowns, resource collection, and research, all on a per-door opened basis.
I don't know much about multiplayer, other than each player controls one hero, up to four players.
The developers are active in the community and even more on their own website. Thanks to the team for consistant updates and continued support for the game!
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Recently Posted
43.6 hrs
Posted: October 20
Helpful? Yes No Funny
64.2 hrs
Posted: October 20
I'ts like FTL but a dungeon crawler with tower defense elements.

Loads of characters and game modes (pods) to unlock.

Strategically demanding gameplay that punishes your mistakes brutally.

Tons of charm in the character dialogues, sweet bit art and amazing soundtrack.


Helpful? Yes No Funny
43.9 hrs
Posted: October 20
Advanced concept of tower-defense.
Idea is refined near to max - a complete game.
Feels deep work (was done) to make it well-balanced - makes gameplay exciting.
Usually I don't like "game over is fine" approach, but here it's somehow more acceplable and natural than usual.
Authors did a great job. Totally worth buying.
Helpful? Yes No Funny
Mikoto Suoh
23.4 hrs
Posted: October 19
Failed repeatedly on Easy mode. Finally found success with "Too Easy." This game is a brutal, strategic, rouge-like. And TONS of fun.

If you decide to dive in, I have only one tip: STAY ALERT.

All it takes is one moment of suicide bombers to hit your best character while their defense buff is in cooldown. And then, death.

There's a lot of replayability through the different characters, pods, and development strategies. There's a lot of similarities to FTL, but I found Dungeon of the Endless to be a lot less "random" in terms of success. Almost every time I died, it was my fault due to being too greedy / safe / dumb. A lot like Dark Souls, this game is punishing, but fair. Did I mention fun?
Helpful? Yes No Funny
20.6 hrs
Posted: October 19
I let the tears flow.
Helpful? Yes No Funny
18.6 hrs
Posted: October 19
This game is not a bad game. I cant get an online game due to it kicks me to the main screen everytime and have met others online with the same problem. The single player also crashes from time to time after beating a floor and lose all progress.
Helpful? Yes No Funny
-this is your left
4.2 hrs
Posted: October 19
Easy difficulty is deceiving. Will add more later.
Helpful? Yes No Funny
17.8 hrs
Posted: October 19
Fun, but too random(I personally loath random dungeon games) - perma death and the fact that the on the last floors, I barely made it three times make me RAGE QUIT!!! 20-ish hours though, for a 5$ sale game is money well spent in my opinion...but still...grrrr!
Helpful? Yes No Funny
Jorji Costava
22.8 hrs
Posted: October 19
Very nice game. Hard, but a very nice game.
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Oh Shit, Waddup
21.2 hrs
Posted: October 19
The concept of the game is very good; the well executed fusion of tower defence and RPG elements, in a space setting is enjoyable and the generation of maps is unique enough to never leave you exactly knowing what to expect. Single Player thoroughly recommended.
However, if you want to get your friends together for some space tower defence action, prepare yourselves for the most hate spewing experience known to mankind. I have no problem with save deletion on death and other such penalty mechanics in games, but implementing them and allowing game break bugs is a more than a little tiresome. I do not enjoy overcoming poor coding being the most grueling challenge of the game, and there are few things more irritating that climbing to the 11th floor, over the course of 3 hours to have your game bug out and your crystal get destroyed, wiping your save in the process. I dont mind being punished for playing badly. I do object to being punished for playing at all. Bug free, solid recommendation. As is, enjoy the single player, and prepare for potential ♥♥♥♥♥♥♥t otherwise.
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