Turn-based, tactical bloodsport with random elements. Free the slaves and survive the horrors of Dungeon Deathball!
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Release Date:
Jul 6, 2018

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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?

“I'm a solo indie developer, so Early Access allows me get feedback from a wide range of players who can help me shape the design of the game.

Dungeon Deathball is a perfect fit for Early Access too; because of the Rogue-like elements, it's designed to be replayed and to be different each time. It lends itself well to incremental changes that feed into the melting pot and change the way the game plays.

Please share your thoughts on the discussion boards or Discord!”

Approximately how long will this game be in Early Access?

“I'm aiming for about a month but it'll more likely be closer to 2-3 months because... you know... game development.”

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

“I'm layering in more complexity and more variation, which builds on the strong foundation already in place. This means adding different enemies, different types of challenges and rewards. I don't intend to make significant changes to the core design or add major new features unless there is a large demand for it.”

What is the current state of the Early Access version?

  • The game already has a solid foundation and it's fully playable start to finish (as in, you can start a new game, play through all stages and get a score at the end). This has been polished and heavily refined based on player feedback.
  • The known bugs are only minor issues (I try to squash them as I find them).
  • There's not much in the way of narrative or tutorials, but I intend to add these towards the end of development.
  • The game is missing some variety in enemy types, which is what I'm working on now.

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

“The current price is my intended final price, but this is subject to feedback.
  • I don't intend to have two different prices for Early Access and full release.
  • Part of the reason for entering Early Access is to figure out a reasonable price, so I'm using my actual intended price as a starting point and gauging reactions from that. This means the final price may be higher or lower, but not by a significant margin.
  • It may also fluctuate during Early Access while I try to settle on a good price.
What do you think of the current price? Please feel free to share your thoughts!”

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

“I thrive on feedback, and it's my primary reason for bringing Dungeon Deathball to Early Access. I'm looking to gauge reactions to the changes I make in frequent updates, and to hear suggestions from players about what they'd like to see in the game.

I'm very open with development, I'm active on Twitter and Discord and I'm receptive to new ideas.

Please let me know what you think!”
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Recent updates View all (11)

September 15

Update 0.11.3 - Bug fixes

As I mentioned in the last update, I've had other work commitments so I haven't been able to make any large updates to the game. But I have fixed a bunch of bugs!

  • Made it impossible to open the Pause menu during the enemy's turn, thereby preventing the UI from reappearing.
  • Help popups no longer fail to appear if you move the cursor between 2 adjacent tiles.
  • Stamina perk now displays the correct value when it's at level 2 or higher.
  • "Rest" button no longer also says "End Turn" if your current player has the Power Nap perk.
  • Chargers no longer kill themselves if they are pushed to the edge of the grid and are planning to charge off it.
  • Health bar popups now correctly placed above a Charger after they hit something.


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September 9

Update 0.11.2 - Help Popups and Options Menu

So the last few weeks have been bonkers due to a gigantic house move (turns out we'd hoarded loads of stuff???), and I've got some other work to do over the next month or two, so I wanted to get an update out this weekend to show you all that I am still alive and I am still working on bringing Dungeon Deathball to the finish line!

I wanted to get a new monster into the next update, but I've had to focus on smaller tasks to fit into my busy schedule. So here they are...

Help Popups

One of the major problems this game still faces is in comprehension, particularly of new players, about how the game works. This is an attempt to remedy that problem.

Now, you'll see little popups on the sides of the screen which provide useful information and explanations.

When your mouse cursor hovers over action buttons (e.g. Rest, Pass, Shoot) or field tiles (e.g. Move, Attack, Switch Player) you'll see a blue popup on the left which explains what that action does. If, for example, it's an Attack then it will tell you how much damage you'll do, whether or not it will stun the enemy, etc.

When your cursor hovers over an enemy monster, you'll see an orange popup on the right. This one tells you all about that monster's stats and how it moves and attacks.

Veterans will probably have already memorised a lot of this information (although there may be some useful details in there).

If you get tired of these popups or you find them obtrusive, you can simply disable them in the new.......

Options Menu

Hooray, now it's a proper game!

Hit the Options button from the title screen or the top-right corner during a stage and you can tweak the audio volume levels, or disable the aforementioned popups.

These settings are all saved across sessions automatically.

Full Changelist
  • Added 'Help Popups' which give useful information for beginners. These can be disabled in the new Options menu. Player action popups (left, blue) tell you about stuff you can do when you hover over a button, a selectable tile or a player info panel. Enemy info popups (right, orange) tell you about an enemy when your mouse cursor is over one.
  • Added an 'Options' menu (both from the title screen and in-game). Audio volumes (master, music and sound effects). Turn Help Popups on and off.
  • Turn number and Par is now displayed in the top-right corner (moved from bottom-left), along with the newly-displayed Trials/Stage number.
  • Par number now changes colour with more steps to show when you're approaching par. It now turns red when you're on your last chance, and goes grey when you've missed par.
  • Improved some basic keyboard/controller functionality for menus by having default buttons highlighted when they appear. More to follow.
  • Bug fix: prevented mouse clicks going through the UI and hitting tiles behind it.

I hope you like the new features! If you're a new player, I'm particularly interested in how easy or difficult you find the game to learn and understand.
And please remember to leave a Review!

- Matt

P.S. Who's going to EGX in Birmingham UK in a couple of weeks? I'll be there with my previous game, Switch 'N' Shoot! If you say me, make sure you say hi!
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“The concept may seem simple, but the game definitely isn’t, and that results in a tight but rewarding gameplay loop.”
Big Boss Battle (B3)

About This Game

Dungeon Deathball is a compact, turn-based, tactical ball sport with random elements and 'permadeath'.

Guide a team of slaves in a deadly game to win their freedom, and face off against savage monsters who inhabit the dungeon.

The game is quick to pick up and play, simple enough for players who aren't hardcore fans of tactical games, but gives a decent challenge so that you're always one step away from becoming floor wax.


In the cruellest corners of the dankest dungeon, the fearsome Mad Lads gather their slaves. And in their raucous rampage, they challenge the weak to a bloodsport most brutal...

The game? Deathball.

The reason? Barbaric entertainment.

The prize, should the slaves survive? Their freedom!


  • Simple turn-based tactics on a grid.
  • Pick up & play rounds that can be finished in a few minutes.
  • 'Rogue-like' elements: randomised challenges with every game, and when your players die they're gone forever.
  • Learn the rules: not everything is random. Some things are entirely predictable once you've learned the patterns, allowing you to make well-informed tactical decisions.
  • Recruit unique, random characters and unlock their special skills. Then lead them to their doom.
  • Variety of fearsome enemies posing unique tactical threats.

Can you survive until the grisly end?


System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows Vista SP1+
    • Memory: 512 MB RAM
    • Graphics: Graphics card with DX10 (shader model 4.0) capabilities.
    • DirectX: Version 10
    • Storage: 80 MB available space
    • Requires a 64-bit processor and operating system
    • OS: Windows 7

What Curators Say

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