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... so what could go wrong... open the door!
User reviews: Very Positive (1,208 reviews)
Release Date: Dec 11, 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Amplitude Studios thanks to the GAMES2GETHER platform wants to propose a brand new way for players around the world to participate in the creation of a video game! Early Access is just one mean, but a significant one, on how we want to interact with the community to make our games the best they can get. Let's create GAMES2GETHER!”

How long will this game be in Early Access?

“If everything goes well, the final release of the game should happen in Fall 2014.”

How is the full version planned to differ from the Early Access version?

“What can you expect from this Beta? A lot of fun! The game includes all single player gameplay features and it looks, plays and feels like a final game.

In addition to a final polishing and balancing round, we are still working on a couple of additional elements until the release of the game such as:
  • a beta version of the awaited 4 player coop mode
  • a visual log that the player will be able to complete game after game, revealing more on each hero
  • a tactical map giving you a global view of the dungeon floor
  • more interaction between heroes
  • Steam achievements and trading cards
  • a better tutorial
  • 2 final floors with a brand new environment
  • 2 heroes, one from the G2G votes (Mizi Curtiz) and one for the Endless Legend Founder Pack (Kreyang)
  • 3 spaceships including the one for the Founder Pack (The Library) and the one for the Endless Legend Founder Pack (The Refreezerator)
  • and other little surprises!

What is the current state of the Early Access version?

“The game has now hit Beta stage, we are getting closer to the final release of the game.”

Will the game be priced differently during and after Early Access?

“During the Beta stage, the game can be acquired with a 10% discount to thank people for jumping into this adventure early on.”

How are you planning on involving the Community in your development process?

“Acquiring Dungeon of the Endless in "Early Access" will help us make the game the best it can get. Come and discuss with the dev team the upcoming art and game design elements via our GAMES2GETHER platform! If you want to support even more the development of the game, go for the Founder Pack! The more supporters we have during the Early Access, the better we'll be able to make the game for release! ...so what could go wrong... open the door!”
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Buy Dungeon of the Endless - Pixel Pack

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$12.99
$11.69

Buy Dungeon of the Endless - Founder Pack

-10%
$19.99
$17.99

Buy Dungeon of the Endless - Pixel to Founder Upgrade

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$7.99
$7.19
 

Recommended By Curators

"Mixes roguelike elements with tower defense. Interesting and challenging gameplay."
Read the full review here.

Recent updates View all (36)

September 12

[0.9.22] Tactical Update



Hello everyone,

This time, it's for real! The official public update 0.9 is here. Thanks to our courageous players who tested the branch version to help us to finalise it :) So we added the 2 last heroes, a mob and an event but also the much-awaited tactical map, the backpack and other improvements requested by the community.



Content
  • Added 2 new heroes:
    • Mizi Kurtiz, the G2G hero and her dark companion
    • Kreyang, the EL Founder pack Drakken hero
  • Added 1 new event: the EMP, which temporarily deactivates modules of random rooms [G2G] Thanks Stealth_Hawk
  • Added 1 new mob: the Hurna Debuffer (and its elite form) which reduces the attack power of heroes in the room
  • Added “almost-HD” portraits for the heroes HUD
  • Improved environments by adding props, animations and FXs
  • Added situational dialogues (different for each heroes)
  • Added new tutorial (select in the menu to test it) [WIP]
  • Added 2 special skills for prisoners and crew members


Improvements
  • Added a tactical map: mouse wheel down to zoom out, then click or mouse wheel up over a room to zoom in. You can move and (un)power rooms in this mode
  • Improved the Crystal phase:
    • The rooms are no longer unpowered
    • The Crystal can’t be put back in the first room
    • All the doors of the floor are opened!
    • You have to decide when you leave the floor: all your crew have to be in the exit, otherwise you lose them!
  • Added a backpack in the Inventory panel: all items in this bag will be kept between floors
  • Added remote powering: auto-power several rooms at the same time by clicking on a remote room as long as you have enough Dust
  • Improved Merchants: each one now has a currency between Food, Industry, Science and Dust for sell and buy
  • Added a “multi-doors” bonus: get a score bonus when you open doors in an “action phase”
  • Added a pause button on the bottom right widget
  • Improved several animations on monsters & heroes
  • Heroes found in the dungeon can now have a higher level (with cost slightly increased)
  • Added hero refund: if you dismiss a hero, you get a certain amount of food based on his level
  • Added a special portrait when a hero dies
  • Improved Heroes HUD: reorganised the buttons to avoid misclicks, improved wounded feedback
  • Improved GUI (log, hero panel, FIDS, dialogue, transition screens…)
  • Unlocked Deena by default
  • Changed low health feedback to be sooner and more visible
  • Improved Auto-Powered FX and environment FXs
  • Added new FXs for each module upgrade


Balancing
  • Increased the level up cost of first hero levels, slightly reduced the last ones (global cost is increased)
  • Increased number of new heroes in the floor
  • Reduced heal cost in the Infirmary Pod
  • Reduced Shop cost (build & research)
  • Tweaked item costs (for drugs) and effects (for devices)
  • Increased Lure activation delay
  • Reduced the power and the number of the anti-minor modules mobs
  • Increased power of Kamikazes, but they also hurt other creatures
  • Changed Holohero module behaviour: it no longer attracts mobs of other rooms
  • Increased Holohero module defence


Bug fix (since branch 0.9.20)
  • Kreyang is available for Endless Legend Founder Pack owners
  • Level up stats preview is displayed
  • Green colour is correct in the tactical map (shows rooms with modules inside)
  • Heroes selection marker is correct in the tactical map
  • Several panels are now hidden in the tactical map (dialogs, crystal button...)
  • Mouse wheel can be used in the Inventory
  • System menu is fixed
  • Lighting glitch in the Sewers environment is fixed
  • Hero sprites glitches during attack have been fixed
  • Kamikazes Elite behaviour is fixed


Amplitude Studios

21 comments Read more

August 6

Progress Report



Hey everyone,


We wanted to share with you the latest progress report with the development of Dungeon of the Endless. Indeed, we have been super proud to reach the Beta recently and would like to reassure some of you, longing for the next update!

We have been rather quiet for mainly two simple reasons: some of us have been away or will be soon going on holiday, but also to show and talk about our games at Gamescom (Germany) and Unite (USA). This requires a lot of organisation on our side and we're just working really hard to get a game build ready (it's always nice to show a new version of the game at an event!). Secondly, as you all know, we've recently reached the Beta and have started the implementation of some heavy features:

  • Co-op multiplayer mode: after several gameplay iterations, we're starting to have something that is quite enjoyable! We're currently fixing several bugs before we can release it in a public update. We still have several improvements we'd like to implement as well but yeah, we're getting there
  • Tactical map: AT LAST. And it's working too, but we're still working on the visuals
  • Improved Crystal phase: we're testing several changes with the VIPs
  • A score journal: work in progress
  • Several improvements: we've implemented several small improvements requested by the community (but we'll let you know in due time!)
  • The remaining promised game content: we're not going to shed a tear, but we've added the last heroes and environment for the release
  • Balancing: singleplayer and multiplayer, but also spaceship wise (we should be working on that in the long run, until the release)

Tl;dr: there's still a lot to come but you'll have to wait a little before you can try out the new additions/changes.

Stay tuned however: we might have cool surprises for you. :)


~Amplitude Studios

17 comments Read more
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DUNGEON OF THE ENDLESS

About This Game

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... so what could go wrong... open the door!

BACKGROUND STORY
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…

FEATURES... or "How to survive in an Endless dungeon"

Gather A Team.
  • Form a team of heroes, each with their own strengths (and psychoses)… or die
  • Equip them, deploy them, and earn powerful abilities… or die
  • Manage the balance between ex-prison inmates and guards*… or die
  • Discover the hidden secrets and goals* of the survivors… or die

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

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

*These features, and others that will be discussed with the community via the GAMES2GETHER² platform, are not yet available. This Alpha Version is incomplete and will be replaced by a complete version when the final game is released.

System Requirements

    Minimum:
    • OS: Windows XP / Vista / 7 / 8
    • Processor: Intel(R) Core(TM)2 CPU 6600 @ 2.40GHz or equivalent
    • Memory: 1 GB RAM
    • Graphics: NVIDIA GeForce 8600 GT or equivalent
    • DirectX: Version 9.0c
    • Hard Drive: 500 MB available space
    • Sound Card: DirectX 9 Compatible Audio
    • Additional Notes: Minimum Resolution: 1280 x 720
Helpful customer reviews
190 of 197 people (96%) found this review helpful
77.8 hrs on record
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.
Posted: May 16
Was this review helpful? Yes No
62 of 64 people (97%) found this review helpful
11.2 hrs on record
Early Access Review
General synopsis of the game:

This game is actually surprisingly deep once you figure it out. It tricks you into thinking its just a roguelike dungeon crawler. And if thats how you treat it, you will not last past the first floor. It centers around exploring each level room by room, and once you locate the exit to the level, moving your power source to the exit. You have to place your heroes tactically (at choke points basically), and build defenses around those heroes to harden their key positions around your power source. This usually leaves only one hero remaining to explore. Enemies spawn in random unpowered rooms you have discovered. So, sometimes one of your heroes may get overwhelmed, and you will have to take advantage of the handy pause feature to make sure one of that hero is not getting totally butt-r***ed. And, if he is, then you need to figure out which hero you can send to reinforce him. Or, you can activate one of his, unique to each hero, cooldown skills. Which will give him a temporary boost in combat. Or, you could order him to run away. Fleeing is always a viable option in this game. The in-game currency revolves around entering new rooms. For each new door you open you get a set amount of resources and/or currency which allows you to build extra defenses, hire another hero, level up your existing heroes, research better defenses, heal your heroes in combat, power new rooms (to set up new defenses), or buy new gear for your heroes. Once you have opened a door, you cannot close it. So, you have to be careful not to expose a flank route to your power source by brainlessly opening doors.

Thats kind of it in a nutshell. I obviously recommend it, even in its alpha stage. It has not crashed once for me, and is pretty content rich. I can't wait for the game to be content complete.
Posted: April 25
Was this review helpful? Yes No
17 of 18 people (94%) found this review helpful
2.7 hrs on record
Early Access Review
This game is shockingly fun, and I've done nothing but die repeatedly while having a great time. I'm not a fan of tower defense, but this deftly mixes TD with roguelike elements, RPG elements and squad-based gameplay. LOVE IT. Seriously, LOVE IT, and I'm not even a fan of Endless Space. ;) Get this game if you like roguelikes, squad-based games, or tower defense. It's really great.
Posted: July 21
Was this review helpful? Yes No
19 of 22 people (86%) found this review helpful
27.9 hrs on record
Early Access Review
One of the best roguelikes I have ever played! Maybe it's the soundtrack, or artwork, or the lore, or Amplitude Studios. Maybe I'm just straight up being a fanboy! This game really breaks away from the "standard" of roguelikes and brings more to the table (in my opinion) than any roguelike out there. Since the game is now in Beta, it still has a few kinks to work out. However, the upside to that is Amplitude Studios's dev team! You post on their forums and they'll get back to you ASAP! They will try to provide solutions or take it into account and try to resolve the problem! So, if you're looking to support a great indie company, have a blast with a fresh roguelike, and work with an excellent dev team, then this is the game for you!
Posted: June 21
Was this review helpful? Yes No
7 of 7 people (100%) found this review helpful
2.5 hrs on record
Early Access Review
JOURNAL ENTRY #1
- So it appears a dual-gun wielding man and a sword wielding woman have crashed landed on this ship. The room I am in seems like a generator room with a bright yellow cube. I figure the woman should proceed first as she wields a sword which'd be better at close range and then I can send in the man to attack from a range. This worked efficiently and I managed to gather to enough resources to level up both my characters a few times.

JOURNAL ENTRY #2
- Warning symbols appear all around the generator room, I figure my objective is to protect that for now, so I use the woman's special ability which lets her move significantly faster to get back to the base. I make and it is swarmed by multiple enemies. My gunman follows and I use his special ability which buffs our damage in the room. We manage to fight off the enemies and return to exploring the ship. I now come across what I imagine to be an escape, so I grab the generator core and run using the woman's special ability to get out faster. We escape and that's floor one done.

JOURNAL ENTRY #3
- After upgrading my characters a few times and equipping them with the new gear found, I continue using the same strategy as before. After reaching a shop I spend a lot of money on new equipment for my characters. Bad idea, I now have no money to spend on health. Enemies appear in the next room so I send the sword wielding woman in to fight them and send the gunman back to base. A wave comes and I manage to fight them off, but I forget about the woman who sadly gets overwhelmed with enemies and dies. After two more waves I finally find the exit and escape. Alone.

JOURNAL ENTRY #4
- Alone on the next floor, I begin searching for the rooms, I find the exit almost instantly and figure it's my best interest to escape now so I can get a good score. I grab the generator and head down.

JOURNAL ENTRY #5
- This is where things start to get difficult. I begin by upgrading my character and saving enough money for healing. I start searching the rooms and each is a struggle. I narrowly survive each room and gather enough money to heal regularly. A wave is now incoming. I prepare by heading to the base. Enemies flood in from 3 directions and I fend them off the best I can. Eventually I'm overwhelmed and just like my partner, I die.

This game is fantastic fun, it has gameplay like Faster Than Light with elements from The Binding Of Isaac, give it a try!
Posted: June 30
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361 of 399 people (90%) found this review helpful
3.8 hrs on record
Early Access Review
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.

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Introduction
--------------

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.

--------------
Atmosphere
--------------

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.

--------------
Stability
--------------

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.

--------------
Conclusion
--------------

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.
Posted: December 11, 2013
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