Dungeonbound is a retro first-person auto-battler dungeon crawler. Send your Warrior, Mage or Rogue into monster-packed depths, watch battles play out turn by turn, and grow stronger every run. Death just sends you home with the loot. Merge gear, buy upgrades, descend again.

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Planned Release Date: Nov 15, 2026

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About This Game

Descend. Battle. Fall. Return stronger.

Dungeonbound is a first-person dungeon crawler where the fighting runs itself. Pick a hero, pack your board with gear, and start the descent. Attacks, dodges, crits, counters and status ticks all resolve on their own in speed-driven turns, watched through a PS1-era CRT.

Play it as a long incremental campaign, as a roguelike climb against other players' builds, or as a co-op climb with up to three friends. Every trip home is a chance to spend your gold, buy upgrades, rework your gear and walk back in meaner than you left.

Three ways to descend

The Long Haul (incremental, 7 heroes). Warrior, Mage, Rogue, Monk, Archer, Alchemist and Paladin, each with their own gold, their own levels and their own permanent upgrades. Progress on one is never lost while you play another. Dying is a setback measured in floors, not hours. You keep the loot, the levels and the upgrades, and go again.

The Climb (roguelike, 32 heroes to unlock). A self-contained run with a roster of specialists, each built around tag affinities and a passive of their own. Every floor is a shop, monsters, a shrine and rival builds standing in your way. Five hearts, a relic picked from three on each of the first five floors, and a rank that carries between climbs. Lose your last heart and the build is destroyed. The rank is the only thing that comes home with you.

The Co-op Climb (2 to 4 players). The same climb with friends. Everyone brings their own hero, gold and shop, and the team shares five hearts. Fighters step in one after another while the rest watch the battle live, pass gear across the table, and roll dice for the loot.

Somebody else's build is waiting

The climb is asynchronous multiplayer. Rivals block your way to every ladder, and each rival is a real build somebody actually played: their hero, their board, item for item and rune for rune. Clear a floor and your own loadout is snapshotted into the pool to block somebody else's climb later.

No turns to wait on and nobody to matchmake with: you fight the ghosts of other people's runs, and yours goes back in to haunt theirs. Rivals play by exactly the rules you do, so every trick on their board is one you can steal. Lose to one and you can watch the replay. Ranked climbs promote you at floor 8 and demote you when a run dies out.

Bring your friends down with you

Host a lobby, pick your heroes and climb together. Each player keeps a separate purse, shop shelf and relics, so no two boards on the team look alike. When a foe drops loot, everyone picks what they want and the dice settle any argument. Drop a piece on a teammate's board to hand it over, and look out for co-op only items that reward you for giving them away. Team rivals are whole parties built from other players' climbs, and co-op has leaderboards of its own for teams of two, three and four.

The same climb for everyone, once a day

One seed, one hero, one purse, the same rooms for every player that day. The Daily is a full roguelike climb with three modifiers drawn fresh each morning, and it scales past the point of survival and asks how far you got. Bragging rights are the only prize.

Combat with real teeth

Turn order runs on speed: act first, act more often, and outpace slow enemies for extra swings. Every attack sweeps a lap around your board and fires each item it passes, so where a piece sits matters as much as what it is. Fights layer dodge, crit, block, overkill damage that spills into the next enemy in the rank, and a full status game of poison, burn, bleed, freeze, stun and more, each stacking and ticking on its own clock.

Over 240 hand-painted enemies wait across the descent, and they don't all fight fair: thorns that punish every hit you land, berserkers that grow stronger the longer you take, bloodthirsty things that heal off your wounds, thieves that flee with your gold. 49 elites guard the deeper floors and 17 bosses hold the bottom.

Loot worth dying for

Everything down there pays out. Over 540 items across five rarities drop from regular enemies, elites and bosses: weapons that scale off your missing health or your gold, gear that grows with your luck, potions that fire mid-fight, cursed pieces that hand you a fortune and a real drawback.

There are no fixed slots. Every item is a shaped piece on a backpack-style grid, and what it touches changes what it does. Runes on the board power up whatever lies on them. In the climb, 90 relics bend the rules of the whole run.

Duplicates aren't dead weight: merge two identical items into a stronger one, all the way to level 10. And at the forge, any two pieces fuse into a hybrid that inherits abilities from both parents. Over 100,000 different combinations, before you count that hybrids fuse again and level up afterwards. Nobody else is running your weapon.

Still not enough? Design your own items in the Item Workshop, share them, and try out what the community has made.

Build the hero you want to send below

Gold and skill points buy from over 400 permanent upgrades across the seven heroes, sorted into Damage, Defense, Sustain, Economy and Unlocks: a bigger board, better luck, cheaper shops, statuses that chain, immunities that shut a whole enemy archetype down.

The Mage picks a subclass of Lightning, Frost or Fire, and each keeps its own purchases, so you respec by switching, never by starting over. The Alchemist brews and fuses potions. The Paladin heals through the fight and hits harder with holy gear.

Five descents and one that changes every day

  • The Mudking Warrens: kobolds, orcs and brutefolk in the mud

  • The Bonevault Crypts: the restless dead, curses and cold

  • The Chittering Deep: beasts with deep health pools

  • The Infernal Court: demons that hit hard, crit often and burn everything

  • The Wyrmroost: the dragons at the bottom

  • The Daily: one shared seed, new every morning

Every floor is a winding torchlit path of fights, chests, shrines and shops. Choose what to buy, what to forge and what to risk before the guardian at the end.

A dungeon from another era

Dungeonbound wears its retro heart on its sleeve: a first-person corridor view, chunky pixel-filtered art, and a full PS1-style CRT presentation with scanlines, dither and chromatic flicker. Adjustable battle speed keeps it legible while it cooks, and the whole game plays on a controller.

Features

  • Auto-resolving, speed-driven combat. Set up the build, watch it cook

  • 7 heroes in the incremental campaign, each with separate gold, levels and upgrades

  • 3 Mage subclasses (Lightning / Frost / Fire), each keeping its own progression

  • A roguelike climb with 32 heroes, hearts, relics, ranks and asynchronous PvP against real players' builds

  • Co-op climbs for 2 to 4 players with shared hearts, loot rolls, gifting and team leaderboards

  • A daily climb on a shared seed with three fresh modifiers

  • Over 240 hand-painted enemies, including 49 elites and 17 bosses

  • Over 540 items in 5 rarities on a backpack-style grid. Merge duplicates to level 10, fuse any two into a hybrid

  • 90 relics and an Item Workshop for designing and sharing your own gear

  • Over 400 permanent upgrades across Damage, Defense, Sustain, Economy and Unlocks

  • Deep status system: poison, burn, bleed, freeze, stun, thorns and more

  • Death-friendly loop. Every defeat banks progress for the next run

  • Full controller support

System Requirements

    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core 2.0 GHz or higher
    • Memory: 2 GB RAM
    • Graphics: Integrated graphics (e.g., Intel HD Graphics) or equivalent; dedicated GPU not necessary
    • DirectX: Version 10
    • Storage: 300 MB available space
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