Unexplored is the roguelite that feels like a roguelike. Praised for its fantastic dungeons, real-time combat and surprising amount of content and depth.
User reviews:
Very Positive (18 reviews) - 94% of the 18 user reviews in the last 30 days are positive.
Very Positive (277 reviews) - 96% of the 277 user reviews for this game are positive.
Release Date: Feb 22, 2017

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Recent updates View all (65)

August 17

Update available (1.15.3)

...And we're back from our break!

It took some time to go through all the forum posts, but today's update addresses many of the issues pointed out by you over the last two weeks. Here's the complete list of changes:

New Features:
- Option to pick-up items without a pop-up (old school) available in the options/gameplay menu.
- Adds a notification that a Sword of Ice starts melting.
- Certain cursed items retain their abilities after being uncursed (Wild Fire, Hubris, Leeching, Rust, Back Biting).

Game Balance:
- Bestiary references found in books are now a direct reference to the creatures in the dungeon.
- Healing water cannot be a random unidentified potion bought in the bar.
- Poison Spiders are less common.
- You do not auto-pickup lit bombs or lit sacks of gunpowder.
- Enemies do not pick up lit bombs or lit sacks of gunpowder.
- Oil coated weapons don't light vegetation.
- Makes a clearer distinction between the two types of magic missile staves.
- Specifies how much damage a staff causes (where possible) and what might happen when it is upgraded.

Bug Fixes:
- You cannot climb stairs while switching weapons.
- Weapons of Wild Fire no longer have an increased chance of bursting into flames.
- Fixes issue with one lever for multiple automatic doors not spawning.
- Items that are unidentified do not flash when recharged.
- Moving with a controller always closes containers and ground pick-up pop-ups.
- Fixed a possible misleading hint after praying at a figurine puzzle.
- Fixes bug with unneeded staircases causing the generator to fail.
- Fixes issue with access to certain special floors.
- Fixes bug where checking scrolls or potions at a vendor might help you identify them.
- Grapples can lock on to cages and iron maidens.
- Fixes crash when escaping with a shrieking item equipped.
- Fixes a bunch of typos.
5 comments Read more

July 31

The Arcade Update (version 1.15)

Arcade Mode has arrived! If you are up for a new challenge you should try it. In this mode you will see the most monsters, magic, and mayhem the game has to offer. Arcade mode is tough, with many enemies spawning: you’ll be knee-deep in their dead. To compensate there is also a lot of magic loot. In fact, all character classes start with an extra boost to help deal with the hordes that populate the Dungeon of Doom in this mode.

UI Changes
This update also introduces two important UI changes. One change is purely visual, the UI now looks like it is made out of stone: it adds a little detail and changes the colors slightly. If you don’t like the stone look you can always switch back to a ‘classic’ neutral look, or a mahony look if you prefer. You can do this by going to the options/graphics menu from the title (the option will not be available from in the game).

The other change is with the way items are picked up. Picking up an item now brings up a small window showing the items lying on the ground at your location. Picking up from the ground now closely resembles picking up items from a container. This will give you much more control over what you pick up, and makes going through a chamber full of dropped loot a lot easier. Although it might be a little trickier to pick up items in the heat of combat.

We’ve also made an optimization to the content generation which should make it less memory intensive. At this stage it is still a little unclear how effective it was; the effects are very likely different on each individual system.

Looking Ahead
All good things must end and we are nearing the limits of how long we can keep improving the game. We will never stop supporting Unexplored: we will keep fixing bugs and adding the last of the planned content, we will launch a Mac build, Linux build, and one more DLC. But, opportunities have arisen that we cannot let pass. We’ll be making more detailed announcement shortly (contracts need to be signed first...), but we can already tell you that these will involve more platforms for Unexplored, and… the sequel(!).

In the short term you will notice that the frequency of updates will go down. Starting this week as holidays are coming and team-members are taking well deserved breaks over the course of the next couple of weeks.

It’s been almost a year Unexplored first came out in Early Access, during that time a truly wonderful community has sprung up around the game. More and more people are helping new players feel welcome and making excellent suggestions. We are very proud of this little community, so please do not stop. We’ll still be listening, and definitely plan to add more content whenever we can.

New Features:
- Adds arcade mode.
- Changes the way items are picked up.
- Adds two alternative and optional UI themes.
- Visually improves and distinguished cauldrons and braziers.
- Adds a button to start without equipment.
- Scrollbars in journal and release notes can be dragged with mouse and controlled with a gamepad.

Game Balance:
- Silver keys and ornate keys count as treasure and are not destroyed when they opened all their locks.
- Adds extra identification scrolls to the Mithril Run and the Ripley Run.
- Increases chance of spawning a Pistol or Musket.
- Reduces the number of doors closing behind you.
- Rings of parrying can be forged onto shields.
- Rings of Parrying are sold by ring vendors.

Bug Fixes:
- Fixes a generation error involving guns and causing plans to be regenerated.
- Fixes issue with the silver key not spawning.
- Fixes crashes when hit by lightning in myst.
- Fixes at one cause of the poorly generated shops.
- Fixes issue with scroll of pain not working correctly close to chests and doors.
- Fixes recharge behavior if Water rune armors.
- Fixes issue with enchanting negative items and then crafting them.
- Fixes issue with books about staff of blinking and grapple not spawning on the correct level.
- Fixes rounding issue with the sliders in the options menu.
- Fixes issue with swing weapons being 'stuck' after being hit whilst swinging.
- Fixes issue that cause a lot of big wooden tables to spawn.

So we still like to hear your feedback, even though it is getting more and more likely we will apply it to the sequel ;)
16 comments Read more


“One of my favourite games of the year”
RPS Recommended – Rock Paper Shotgun

“Even in a year with so many incredible games, Unexplored is a gem”
Vice Waypoint

“A must for all lovers of roguelikes and dungeon crawling!”
8/10 – Eurogamer

User Reviews

"This game has the best level generator I have ever encountered." – PhilipKWeiner

"Every run the dungeon feels like a rich story driven experience." – Manifest Destiny

"Anyone who enjoys Isaac or Gungeon ought to give this a play." – Lovecraft Scientist

"Really captures the feel of the of Nethack and Moria games." – n37runn3r

"The game plays like a real-time Brogue. That's great. I love it." – Yeoman

"I hope that other roguelikes take notice." – szarkamichael

About This Game

Real-time Roguelite Dungeon Crawling at its Very Best!

Unexplored is the roguelite that feels like a roguelike. An accessible yet challenging action rpg, praised for its fantastic level generator, real-time combat and a surprising amount of content and depth. Plus: free dlc which adds even more variety!
Explore dangerous dungeons, solve mysterious puzzles and engage hundreds of foes, big and small, in intense melee combat.

  • Easy to Play, Easy to Die
  • Fantastic Generated Dungeons (using brand new tech)
  • Real Emergent Gameplay with many Tactical Options
  • Intense, Real-time, Dual Wielding Melee Combat
  • Stealth Mechanics (dungeon crawling like a real rogue…)
  • Over 50 dangerous bosses
  • Challenging, generated puzzles
  • Adaptive, original soundtrack

Watch this video to understand how Unexplored creates its dungeons:

In the Words Of A Player: What Do You Feel Makes the Game Stand Out?

Misery, one of Unexplored’s Early Access players, thought our description didn’t do the game justice. So, we asked: “What do you feel makes the game stand out?”
We really liked what Misery wrote, so here’s a summary:

  • 1. the Dungeon Generation
  • 2. It uses a ton of traditional roguelike concepts, but in non-annoying ways
    The fact that the game FEELS like a traditional one while still being real-time is a pretty major thing as far as I see it.
  • 3. The combat is pretty fun, yeah
    Lots going on there, particularly once things like potions and staves or whatever are thrown into the mix. Feels more tactical than the usual "shoot everything" sort.
  • 4. Pausing the game
    Being able to pause the game and deal with your inventory, use items, and examine things, without actually leaving the game screen, that's a big one. It all really opens up a lot of options for tactical play.
  • 5. The Puzzles
    [The puzzles] feel like the sorts that the old Zelda games used to use. That same satisfaction from that is here overall.
  • 6. The hub floors
    Ended up being a great feature.
  • 7. The huge variety of enemies
    Not just bosses, but monsters and traps and all sorts of stuff. I've been constantly impressed by this. Even after so much time with the game there's still plenty I haven't even seen yet.
  • 8. And of course the whole "lock and key" concept.

You can read the entire comment here:

We continue with our own, inferior description:

The goal of Unexplored

The goal of Unexplored is to find the dragon in the depths of the dungeon of doom, slay it to claim the Amulet of Yendor and bring it back to the surface. Every run, the game will create an intricate map of dungeons, hinting at foes to come and solutions for puzzles you’ll face.

Lots Of Bosses

During your adventure through the dungeons, you’ll regularly face off with one of over fifty possible bosses. These range from the Queen Ant, to the Balrog and, yes, several menacing Dragons. Some of these bosses can only be slain with the right weapons, so make sure not to miss those on the previous levels.

Uncover Secret Items

In the spirit of roguelikes, the game does not tell you which potions will save you, and which will kill you. You’ll have to find out yourself either by taking risk or using the right Magic Scrolls. Same story for the Enchanted Weapons: are they blessed with divine powers or cursed with deadly spells?


Pitted throughout the dungeons you’ll encounter strange statues. Some of these are part of puzzles and solving those may reap great rewards. So, you may want to pick up and read the books you’ll see lying around. They may feature hints on how to solve a puzzle, even one a few levels deeper.


You’ll be able to equip two items and wield them both. In the darkest deeps you might want to hold a burning torch beside your axe. Bats tend to be killed easily from a distance by throwing daggers at them, so why not equip them in both slots? Or wield a whip, no better, the Flaming Whip you just plucked from that Balrog you managed to finally kill. Or… perhaps it’s best you start with a shield. A big, enchanted shield. Yes.


Your starting armor may not seem like much, but that’s only because… well, because it IS not that much. It will keep you safe from the bites of bats, but don’t try your luck with an Orc. Beat the right foes to collect their leather breastplates or chainmail. Or… equip the right cloak on go stealth…

Wait, Stealth?

Yes, that is an option. You can go unnoticed for a long time and execute surprise attacks for added damage. Like everything in Unexplored, it’s up to you to weigh the rewards versus the risk. Because a surprise attack on a Necromancer may sound like a terrific idea, but it’ll probably survive your first strike, leaving you quite vulnerable in your cloak of cloth.


Unexplored features several kinds of progression for you and your character. The most important is simple: experience. Expect to die a lot in the beginning, whilst learning exactly how to play the game. But you will learn and before you know, you reach a deeper level every run. However, there’s more than just experience. Within each run, you’ll find Potions of Strength, drink those and your power increases for as long as your stays alive. A Potion of Life not only completely heals your hero, it increases the amount of Hit Points. Upgrading your equipment by combining it with certain magic items on an anvil will grant you perks for the time being. Offer to the Gods, and you may receive another upgrade.
However, if you die, your powers die with you. Unexplored is a game featuring perma-death.
Nevertheless, some upgrades are permanent. When you unlock achievements, you unlock equipment and items you can purchase before you start a new run. You pay for these items with the other permanent feature: gold. Your hero will inherit all the gold your previous one owned. So it is always an absolutely fabulous idea to try an open as many chests as possible, you might get rich trying.
Or, just spend it all during your run when you meet one of the vendors. Yes, you heard that correctly: during the game you will be able to spend your gold on new equipment and potions. Obviously, if you subsequently fail, all that gold is lost. Like in forever.

Crafting and Mixing

The deeper you go, the more dangerous the dungeons will be. So, make sure to pick up the right equipment, potions and scrolls along the way. You can even craft better items and mix healthy or plain deadly drinks.


Part of Unexplored’s allure is the way it generates the dungeons. Not just the levels themselves (see this video about Cyclic Dungeon Generation), but all the dungeons in their entirety. The game knows what you’ll face on the deepest levels even before you start wandering the first one. So, it will provide you with hints, keys and notes about what to expect down the line. Best keep an eye out for those.

That’s It?

No, of course not. Unexplored is a game filled with content, with lava and water, plants and trees (flammable trees that is), with hidden doors and locked doors (use lockpicks!), with small bosses and big bosses and with so much more. But we won’t spoil everything here. It’s up to you to find out! So, go have yourself an adventure! You’ll love it!



Unexplored has a fantastic community of players helping each other out. They have been an integral part of the development of this game. So, if you're really stuck, let us know in the Steam forum, and we, or one of the other players, will try and help you out.

System Requirements

    • OS: Windows 7
    • Processor: 1.6 GHz
    • Memory: 2 GB RAM
    • Graphics: 3D Graphics Card
    • Storage: 500 MB available space
    • OS: Windows 10
    • Processor: 2.6 GHz
    • Memory: 4 GB RAM
    • Graphics: 3D Graphics Card
    • Storage: 500 MB available space

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