Kill monsters using a parry-focused physics-based combat system as you crawl the Goblin Cave and other dungeons. [Demo now available!]

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“After polishing the game and planning for it to be a full release, I seek a month of Early Access to give players the opportunity to inform improvements in the game, ideally via Discord of Steam Reviews. Having their perspectives will help me make the game more fun and remove issues I don't see with my sole perspective. Maximizing fun is my goal, and I think one month of Early Access will help achieve that, better than jumping straight in to full release, at least as a solo dev. Maybe I'm wrong.”

Approximately how long will this game be in Early Access?

“1 month, unless a major exception to this is needed, and features necessary to maximize fun require more time to implement. I will post every update here and update rapidly.”

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

“Should players make suggestions that improve the game's fun while not significantly increasing the scope or main idea, I will do my best to implement them in the final version. The Early Access version is fully playable, but upon release, I may find that it is not playable "enough" in unforeseen ways. I plan to remedy those the best I can in the month of Early Access.”

What is the current state of the Early Access version?

“2 complete levels with their own monsters and behaviors, and a complete physics-based parry/counterattack system that uses directional inputs. ”

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

“I will not change the price after Early Access.”

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

“Parry Dungeon has a Discord button with an ongoing link. I hope for the Community to make suggestions there, typed or talked about with me, or in Steam Reviews. I want to examine suggestions and implement those that maximize fun without compromising the theme of a first-person linear dungeon crawler with emphasis on parrying and automatic counterattacks.”
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About This Game

Parry Dungeon is a first-person game where you traverse dungeons, parry monster attacks, and aim your counterattacks to kill them. Your counterattacks can dismember them, and you can eat their dismembered appendages to heal, or cook them to heal even more.

  • Each dungeon has unique monsters with their own attacks and behaviors.

  • Example: Goblins live in the Goblin Cave, have daggers to cut and stab, will occasionally try to flank or backstab you (while Hobgoblins and Ogres only fight head-on), and sometimes flee when gravely injured or when when you kill superior monsters (Hobgoblins or Ogres) in their vicinity. 

Parry and Counter

Parry enemy attacks to turn the tide of battle, stun them, and trigger your counterattacks.

Aim your counterattack to strike their bodies, dismember their limbs, or decapitate them.

Cook/Consume.

Eat dismembered enemy appendages to heal. Cooked appendages heal more than raw ones.

Escape.

After purging the dungeon, leave and continue the slaughter.  

Mature Content Description

The developers describe the content like this:

Low-poly dismemberment and blood effects

System Requirements

    Minimum:
    • OS: Windows 10
    • Processor: Intel i7-8550U 1.80GHz
    • Memory: 8 GB RAM
    • Graphics: Intel(R) UHD Graphics 620
    • DirectX: Version 12
    • Storage: 400 MB available space
    • Additional Notes: 40-60fps on default settings.
    Recommended:
    • OS: Windows 10
    • Processor: Intel i7-9700k
    • Memory: 32 GB RAM
    • Graphics: RTX 2080 TI
    • DirectX: Version 12
    • Storage: 400 MB available space
    • Additional Notes: Usually 240 fps. 150 at the lowest with all enemies bleeding and attacking simultaneously. Don't have middleground hardware to test.
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