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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Buy Dungeon Deathball

Buy The Egg Carton BUNDLE (?)

Includes 2 items: Switch 'N' Shoot, Dungeon Deathball


Recent updates View all (9)

August 16

Update 0.11.1 - small bug fix

Gore Trials levels now play in the correct order if encountered in Trial 3.

- Matt
0 comments Read more

August 16

Update 0.11 - The Crowd

I'll be the first to admit it, Dungeon Deathball is a sports game that doesn't feel very much like a sport. There were some key components missing, preventing it from truly feeling like you were fighting for the entertainment of the monstrous masses.

In this update, the first thing I've done to address that problem is add the fireworks that go off when you win a stage (see the gif above). The second is...

The Crowd

Now you have a full crowd of spectators, both fellow slaves and domineering monsters. They'll animate and make a lot of noise, responding to your punches and cheering as you get smooshed into the dirt.

Monster Intros

Also, as you enter a new set of Trials, there are short new cinematic sequences that show off the new monster that you're up against.

Stay tuned for more monsters to populate the dungeon in the next update...

Full Changelist
  • Added much more detail to the crowds, including animations for the slaves, spectating monsters and cheering audio.
  • Crowd audio reacts to in-game events (hits, deaths, etc.)
  • Added fireworks and camera motion when you win a stage.
  • Added an intro for each new set of Trials, showing off the new monster that has appeared.
  • Slave Players now have various facial expressions which react to gameplay events.
  • Tick Spawners now have a 'maximum live children' capacity of 3. Once they've spawned 3 Ticks, they won't spawn another until one is killed.
  • "PASS" action now costs only 1 Stamina point (reduced from 2).
  • Bug fix: idle animation now works again on all characters.

As always, I appreciate your feedback on these new changes. You can reach me on any of these channels:
And please remember to leave a Review!


- Matt
0 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

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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