r/DungeonCrawler

▲ 303 r/DungeonCrawler+1 crossposts

We were laid off from Ubisoft after saving the company, and am now making our own game.

Ubisoft was having terrible releases year after year. We rallied together and put together Black Flag Resynced. But before the game was even out, Ubisoft pulled the plug on our team, and laid off 50 workers. Since then some of us have banded together to form a team and make a Steam game.

u/Firekloud — 5 days ago
▲ 167 r/DungeonCrawler+2 crossposts

I'm planning 10 classes for Dragon's Tear, with three heroes per party. Which roles would you want?

I'm making Dragon's Tear, the idle dungeon crawler I shared here recently. Someone read Wren as a class abbreviation in my last video, which made me realise I should explain the party more clearly. Wren was a character name.

The current build has four classes: Knight, Barbarian, Black Mage and Ranger. Three heroes go on an expedition, and I’m planning 10 classes in total. The Knight can draw attacks and protect allies. The Black Mage has spells and curses, while the Ranger can mark and poison enemies. The Barbarian has attacks for groups and weakened targets.

This clip takes a closer look at the party and skill screens before a fight. You choose the skills and orders, then the party explores and fights automatically. Each hero can also equip one Tear carrying a monster's power.

Which Etrian classes do you enjoy building a party around, and what makes them work for you? I'd also like to hear what kind of class you'd want in a three-person party like this.

The game is still in development for Windows, with release planned for Q1 2027. Steam page.

u/Necessary-Joke-2455 — 13 days ago

First post here. Solo dev, 3 years into a turn based dungeon crawl, and I'd love to hear what you think about it

Hi all, long time lurker, first time posting.

I have been building Gotogra on my own for about three years. It is a turn-based dungeon crawl: you ascend a castle full of dungeons, fight, loot, find the vendor, and take on the boss at the end. The fights play out on a board rather than in first person, and every enemy shows what it is about to do before you commit, so each turn is an interesting mini puzzle that dynamically emerges every time.

Each dungeon you clear lets you choose where to go next, and that choice puts a rule on the rest of the run. These rules stack one on top of the other.

It is playable in the browser if you want a look, no sign up, no install: https://asnowgoose.itch.io/gotogra

Steam page. If you enjoyed it, wishlisting the game on Steam helps a lot: https://store.steampowered.com/app/4327290/Gotogra/

I am mostly here to hear from people who actually know this genre. If you try it and something feels wrong, I would rather hear that than a compliment.

Thanks for having me.

u/Gotogra_game — 14 days ago

My dungeon crawler now has an inventory with a rotating 3D model

spent 3-4 days on this and it finally works.

at first I wanted a regular grid inventory, but then I decided to add a rotating 3D model of the character on the right side, so it feels more alive than a static portrait.
also made a hand widget that follows the cursor, same as in Minecraft, items swap on click.
next I'm planning to add a player stats panel.

the game is called Plink Void, Steam page is in the comments if you want to follow the development

u/Ykedepi — 13 days ago