A turn-based cult strategy game: Unpredictable expeditions that never end!
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Release Date:
Feb 5, 2021

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We hope to hear even more of your suggestions and feedback so that with everyone's help we can continue striving to improve the game. As we add new features and content, we also hope that you can all play a role in our decision-making process. A Steam Early Access version will be a great way for us to interact, cooperate, and make a connection with every player.”

Approximately how long will this game be in Early Access?

“We estimate that the basic game design will be finalized and reach completion within the next 11 months, with new systems and adventure chapters following in the days to come. While this is our plan, we certainly won't be halting the development of the Early Access version until we have achieved a fully satisfactory official product.”

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

“The Steam Early Access version contains the first 2 adventure chapters, 11 adventurers, over 600 passive and active skills, 300 in-game items, and 5 mini puzzles.
The full basic game will contain 8 adventure chapters in total, with 15-20 adventurers, over 1,000 passive and active skills and in-game items, and even more mini puzzles. Different chapters will bring a range of environments, combat systems, random events, and mini-games; each bringing new features and content for you to enjoy. On top of that, online capabilities and modding functions will be added to the existing arena system.”

What is the current state of the Early Access version?

“In this version, you'll find:
i. 2 full adventure chapters (8 in the final version);[/list]
ii. 11 adventurers (15-20 in the final version);
iii. 600+ passive and active skills (1,000+ in the final version);
iv. Standard and Endless modes in the Arena (with the option for online/offline play in the final version);
v. Around 300 in-game items (1,000+ in the final version);
vi. Around 100 random events leading to approx. 400 different outcomes (with an additional 80% more offered in the final version);
vii. 5 in-game mini-puzzles (at least 8 in the final version).

With your feedback and suggestions, we'll steadily optimize the game to make it the best it can be.”

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

“Depending on the development progress and cost of new resources involved, we may raise the price once Early Access ends. Throughout this Early Access release, we ask for your continued support and feedback; as both are of the utmost importance to us. With your help, we can present a streamlined and matured final version of Dungeon No Dungeon.”

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

“Our core goal is to design a game that everyone can enjoy. We value all of your suggestions extremely highly. You're all invaluable inspirations for us, and you keep us going as we work to improve our game's content. So naturally, we'd love to keep in touch!
You can contact us via the following channels. We promise to check every comment and suggestion you might have. Thank you!




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Planned Release Date: February 5

This game plans to unlock in approximately 8 days

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About This Game

Pen sketches with clean lines and weird-looking creations beyond your wildest animation, presented in frame-by-frame, hand-drawn animation combined with Spine animation.

There are a lot of random elements in the game that allow the player to adopt a variety of constantly-shifting tactics and strategies. The player can enjoy maps with different terrains, different types of enemies, the butterfly effect of action and consequently set off by different events and puzzles, random mini-games, varying difficulty levels, equipment, items, skills, and traits, etc.

During expeditions, characters enter 'rooms' containing random events, battles, resting areas, shops, etc. Room locations and routes are all randomly generated in each expedition, so each one provides something new. Which room you'll travel to is decided by the roll of the dice, while you actively decide which way to go when you reach a fork in the road.

Players have a chance to encounter Invasion Events from other players. In these, you'll face off against them, and earn extra rewards if you win.


All kinds of strange and weird creatures exist in the world of Dungeon No Dungeon. Some unusual races or species that are often side characters or NPCs are now characters that the player can select and control themselves.

Levels and Skills

Characters have 10 levels and start with one set skill (at Lv.1). After leveling up, they have a chance to roll for a skill, selecting 1 from 3 possible skills as a reward. Each character has around 20 possible skills. After Lv.10, they can gain new skills through random events.


Attributes do not increase upon leveling up, but you do get to influence them through a range of different events. No matter what kind of character you control, it's down to you how you develop their build.

Trinkets and Traits

Over 1,000 kinds of trinkets provide players with even more options for character development. Along with this, there are also 100 traits to combine with each different character.

Almost 100 random events can be triggered during expeditions, based solely on luck. Different events present different choices, random and uncertain paths, and completely unpredictable results!

Body Part Selection — Butterfly Effect

Dungeon No Dungeon's core combat doesn't rely on character positioning. And its emphasis isn't on team member combinations, either. Similar games mostly design game mechanics and key gameplay that focus on character positioning and combinations, and to great effect; including masterpieces like Darkest Dungeon®.

Yet in Dungeon No Dungeon, the focus is instead upon the different results caused by the decisions you make on different body parts. We aim to integrate more fun possibilities and content within our game. Each body part has its own unique functions and dodges chances. Depending on the character, each one also has its own protective armor of various types that reduces various damage types.

For example: If their limbs (i.e. arms or legs) are severed in battle, any skills that use the limb can no longer be used. And if an adventurer's armor is destroyed, they'll be left bare (each state with its own corresponding art assets).

Essentially, Dungeon No Dungeon is a single-player game that can be played offline, but we hope that players still use our Cloud service to save their games.

In future chapters, we will introduce a concept that can be understood as 'Sanity', or 'SAN'. When SAN is above a certain threshold, the monsters you encounter appear as normal; yet different SAN values cause them to morph into a range of distorted forms as your sanity deteriorates, for a sense of Lovecraftian horror and dread.

Equipment Reforge

In cities, there will be buildings similar to blacksmith's shops in which you can reforge secondary attributes of each adventurer's equipment.

Trinket Gambling and Merging

We plan for this to be a system very different from those in similar games. To experience this feature, you'll need to recruit the new adventurer 'Peculiar Merchant', and gain the 'Peculiar Life' skill, which can only be used in Attributes.


Characters gain points by killing monsters. Having gathered enough, they can level up their proficiency.

Challenge Mode

We will design an especially lengthy stage, spaced out with save points. You'll need special items to enter Challenge Mode. Upon clearing it, you'll win an adventurer of your choice, several high-quality trinkets, a whole lot of Gold and Magic Crystals, newly updated resources, and consumables.

*The contents above will be gradually integrated into the game with new updates.

  • Special Easter eggs, i.e. individual chapters with plots
  • Special adventurers
  • Gold, Magic Crystal and Consumable Packs
  • Special trinkets

System Requirements

Mac OS X
    • OS: Windows XP
    • Processor: 2.0 Ghz
    • Memory: 2 GB RAM
    • Graphics: Open GL 3.2+ Compliant
    • Storage: 5 GB available space
    • Additional Notes: 1080p, 16:9 recommended
    • OS: Windows 7+
    • Memory: 4 GB RAM
    • Graphics: Open GL 3.2+ Compliant
    • Storage: 5 GB available space
    • Additional Notes: 1080p, 16:9 recommended
    • OS: OSX 10.9+
    • Processor: 2.0 Ghz
    • Memory: 2 GB RAM
    • Graphics: Open GL 3.2+ Compliant
    • Storage: 5 GB available space
    • Additional Notes: 1080p, 16:9 recommended
    • OS: OSX 10.9+
    • Memory: 4 GB RAM
    • Graphics: Open GL 3.2+ Compliant
    • Storage: 5 GB available space
    • Additional Notes: 1080p, 16:9 recommended
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