A turn-based cult strategy game: Unpredictable expeditions that never end!
Recent Reviews:
Very Positive (17) - 88% of the 17 user reviews in the last 30 days are positive. (88% of 17) Recent
All Reviews:
Mixed (155) - 57% of the 155 user reviews for this game are positive. (57% of 155) All Time
Release Date:
Mar 6, 2021

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Early Access Game

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

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 10 months, with new systems and adventure chapters following in the days to come.”

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

“The Steam Early Access version contains the first 4 adventure chapters, 9 adventurers, over 600 passive and active skills, 300 in-game items, and 4 mini puzzles.
The full basic game will contain 8 adventure chapters in total, with 10-15 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.”

What is the current state of the Early Access version?

“In this version, you'll find:
i. 4 full adventure chapters (8 in the final version);[/list]
ii. 9 adventurers (10-15 in the final version);
iii. 600+ passive and active skills (more offered in the final version);
iv. Around 300 in-game items (more offered in the final version);
v. Around 100 random events leading to approx. 400 different outcomes (more offered in the final version);
vi. 4 in-game mini-puzzles (more offered 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 change 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!




Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

Some Pre-EA Sentiments

Hi, I'm 302 Studio's founder, Larcen; a 90s kid chasing after his dreams.

I'm sincerely grateful for each and every one of you and your continued support and patience. With this update, I'd like to express my heartfelt thanks and tell you a little about myself, too.

The quality of our team has maintained the same, as we've worked from nothing to what we have today; whether in terms of game production or mutual cooperation. It's true that we've been through a whole lot of difficulties that might not be apparent to outsiders; learning as we go and hitting the ground running even when we're not sure how to proceed. We weren't taught any of this—and so have had to take it all on with a brave face (and little else). Despite the various bumps in the road, it's always been an enjoyable journey: following our dreams and helping make others happy is why we started this, and why we're keeping at it. The obstacles we've faced forced us to come up with solutions, and are important milestones for us, making us into what we are today. It's true—our dedicated team of rookie 90s kids sure has grown a whole lot in a short space of time. Sticking to what we've always set out to do has always been our motto; making a great game. And that's what keeps us going as we work to make our vision for Dungeon No Dungeon come to life.

For whatever reason, I'm actually feeling quite sentimental all of a sudden today. I do hope you'll forgive me for being so wordy on the topic, but after these two grueling years we've finally brought Dungeon No Dungeon to a stage where we're happy to bring it online into Early Access. Despite this, I can't help but feel there's still something missing. Perhaps it's because we're a small team, or rather the criticisms we've heard over the last two days or so: "All this team does is moan about how tough everything is!". It's true that we're always overloaded, and pushing out content in a short space of time is a constant challenge with our limited numbers. However, with so many of you offering us your support and enjoying Dungeon No Dungeon, and joining us in this journey, it's not really so grueling after all. Sometimes it seems like a lonely road, but with you here, we know however tough it may seem it's all worth it in the end.

Wishing you all the best,

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).

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.

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.

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

  • Special Easter eggs, i.e. individual chapters with plots
  • Special adventurers
  • Special trinkets

System Requirements

Mac OS X
    • Requires a 64-bit processor and operating system
    • 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
    • Requires a 64-bit processor and operating system
    • OS: Windows 7+
    • Memory: 4 GB RAM
    • Graphics: Open GL 3.2+ Compliant
    • Storage: 5 GB available space
    • Additional Notes: 1080p, 16:9 recommended
    • Requires a 64-bit processor and operating system
    • 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
    • Requires a 64-bit processor and operating system
    • 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

What Curators Say

18 Curators have reviewed this product. Click here to see them.

Customer reviews

Review Type

Purchase Type


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph

Filter reviews by the user's playtime when the review was written:

No minimum to No maximum
Display As:
Show graph
Hide graph
Excluding Off-topic Review Activity
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...