

RPG · New game
ROGUELIKE DUNGEON
A turn-based pixel roguelike where every step is answered by the enemy, floors shift as you descend, and the blacksmith is the difference between a deep run and a short one.
#51 this weekAI-assisted: Code, Graphics, Sound, Text
The game runs in this tab. No install, no account.
The short answer
A turn-based pixel roguelike where each step is matched by the monsters, floors are rebuilt with new themes as you descend, and a blacksmith turns found gear into something worth carrying. It plays in a browser frame and on Windows and Android, is free with an optional pay-what-you-want tier, and is currently a v0.8 test build.
What is ROGUELIKE DUNGEON?
ROGUELIKE DUNGEON is a turn-based, pixel-art dungeon crawler in which nothing happens until the player acts. Every step taken is answered by a step from the monsters, so encounters are puzzles of positioning rather than tests of reflex speed. Each descent redraws the floors, and the surroundings change theme as the stairs go down, with caves, crypts and glaciers among the environments; the deeper the run, the tougher the opposition.
This is a role-playing project from nosyaru.game that is still in development, and the build currently on offer is a v0.8 test version. Bugs are expected and saved data may be lost, so treat the run as a look at work in progress. It launches from a browser frame, and also ships for Windows and Android.
It costs nothing to pick up, with an optional pay-what-you-want tier whose minimum is nothing at all. Three difficulties are open from the start, Easy, Normal and Hard, and clearing Hard unlocks a further, harder setting. The core loop is straightforward: descend, improve equipment at the blacksmith, and eventually face the bosses waiting further down.
How to play
Progress means taking stairs downward through a dungeon that redraws itself each time. Movement is spent one tile at a time, and enemies spend their turn at the same pace, so a safe square can be chosen before it is committed to. A dash option exists for covering ground faster, which matters when a floor has already been cleared and the next staircase is the goal.
Gear is the long-term project. At the blacksmith, weapons and shields can be enhanced or fused together, and the strongest results can carry a curse, so a powerful item is sometimes a gamble rather than a gift. Item knowledge is the second project: potions, staffs, scrolls, rings, pots and bags all appear, and anything unrecognised has to be either used or appraised before its purpose is clear. Unidentified finds are shown as question marks until then.
Monsters do not behave identically. Some are thieves who will attack once they are spotted after stealing, some drift straight through walls, and some call in allies; each has its own pattern to learn. A collection screen records which of them have been met. The daily dungeon begins with a preservation pot in hand, and the harder difficulty settings tighten both enemy strength and floor-by-floor scaling.
Controls
On a computer, arrow keys or WASD handle movement, a key assigned in Settings handles attacks, and Shift triggers a dash. Inventory, status and map each sit on keys the player chooses, and help opens the in-game reference. Rebinding is done through the settings menu, so a comfortable layout is a few clicks away.
On a phone, movement comes from an on-screen d-pad or from tapping and swiping the map, the Attack button is a dedicated control, and the Dash button toggles running on and off rather than requiring a hold. Inventory, status, map and help are all on-screen buttons as well. A left-handed arrangement can be switched on for players who prefer the controls on the other side.
The in-game help explains the rules in more depth than the control list does, and it is worth opening before descending, since appraisal, forging and dash toggling all behave in ways a first-time player will not assume. Recent builds reworked the dash toggle, the way hint windows close on tap, and the settings back button for touch play.
| Input | Action |
|---|---|
| Arrow keys or WASD | Move on PC |
| Key assigned in Settings | Attack on PC |
| Shift | Dash on PC |
| Keys assigned in Settings | Open inventory, status and map on PC |
| In-game help | Read the rules reference on PC |
| On-screen d-pad or tap and swipe | Move on phone |
| Attack button | Attack on phone |
| Dash button | Toggle running on and off on phone |
| On-screen buttons | Open inventory, status, map and help on phone |
Tips for your first run
The turn structure is the biggest advantage available. Nothing moves until a move is made, so there is no penalty for pausing to read the floor, count the distance to a monster, or decide whether a corridor is worth entering. Use the message log to reconstruct what just happened when a turn goes badly.
Treat unidentified items carefully. Using an unknown potion or scroll identifies it, but the effect lands immediately, which can be inconvenient mid-fight; appraisal is the safer route when the party can afford it. The same patience applies at the blacksmith, where a curse can hide inside a strong enhancement.
- Start on Easy or Normal to learn enemy patterns before taking on Hard.
- Dash only across ground already cleared, since it is a toggle rather than a careful move.
- Appraise unknown potions and scrolls rather than drinking them in a crowded room.
- Expect thieves to fight back once they are noticed, so corner them before they reach the stairs.
- Remember that wall-phasing enemies ignore the corridors that stop everything else.
- Use the daily dungeon for a fixed layout that is shared by everyone playing that day.
- Export saved data before testing, since the test build can wipe progress.
Content and replayability
The dungeon is rebuilt on every descent, and its theme rotates between environments such as caves, crypts and glaciers as depth increases. That rotation, combined with enemy scaling, means a run that reaches the lower floors looks and plays differently from one that stalls early. Bosses wait at the deep end, and each of the many enemy types brings a distinct behaviour to learn and exploit.
The daily dungeon gives the game a shared daily shape: floors are generated from the date, so every player on a given day faces the same layout. That is a repeatable reason to return even after the main descent has been learned, and it starts with a preservation pot in the inventory.
For completionists there is a lot of bookkeeping built in. Achievements, an enemy collection screen and a message log all track progress, and clearing Hard opens an additional difficulty tier above it for players who want the dungeon to push back harder. Save data can be exported and imported, which softens the risk of losing progress while the game remains a test build.
Presentation and performance
The look is 2D pixel art, handled as original work by the solo creator nosyaru, alongside the code and text, with generative AI assistance used in production. Enemy designs lean on readable silhouettes and clear behaviours rather than spectacle, which suits a game where a single tile of distance decides a fight. Quiet presentation also means the information a player needs most, such as what is standing two squares away, stays legible.
It runs in a browser frame, on Windows and on Android. The Windows download arrives as a zip that is unpacked and started from the executable inside; if a system warning appears, the More info and Run anyway path is the documented route. The Android build is an apk, and installing it requires allowing installs from unknown sources.
Because this is a v0.8 test version, rough edges should be expected rather than treated as surprises. Recent updates touched the look of result and inventory screens and achievement notifications, adjusted hard-mode enemy and per-floor strength, and added gear, enemies and save transfer, which suggests active iteration rather than a frozen build.
Who should play it
Players who like to think before acting are the core audience. The one-step-for-one-step rhythm rewards planning, retreating and counting tiles, and the appraisal system rewards caution with unknown loot. Anyone who bounces off twitch-based action games will find the pace here far more forgiving, while the Hard setting and the tier above it still leave room to be punished.
It also suits players who enjoy systems more than stories. Forging, fusing, cursing, identifying and logging are the verbs that carry the experience, and the enemy collection screen gives those systems a place to accumulate. The daily dungeon adds a reason to check in regularly without committing to a long session.
Phone players are served properly, with on-screen buttons, tap and swipe movement, a dash toggle and a left-handed layout, so the game is not a desktop experience squeezed onto a touchscreen. Completionists, roguelike regulars and anyone curious about a free, in-development dungeon crawler with a blacksmith at its centre all have a clear reason to press Play now; players who need a finished, stable release should wait.
Screenshots
How we tested it
The build was loaded from games.debutplay.com in a headless Chromium session on ; the canvas started and no request was blocked. The guide was last checked on .
From the developer
--- ## 基本情報 - **Title**: ROGUELIKE DUNGEON - **Short description(日本語)**: ターン制のドット絵ローグライク。階段を降りて、装備を鍛えて、ボスに挑もう。Windows / Android 対応。 - **Short description (English)**: A turn-based pixel-art roguelike. Descend, forge your gear, and take on the bosses. Windows / Android. - **Genre**: Role Playing - **Tags**: roguelike, turn-based, pixel-art, dungeon-crawler, singleplayer, 2d, japanese, mobile - **Kind of project**: Downloadable - **Pricing**: 無料 / または「Pay what you want」(投げ銭、最低額 0) - **Platforms**: Windows, Android - **Release status**: In development - **Community**: コメント欄を有効にする(ここで感想を受け取れます) --- ## 日本語の説明 # ROGUELIKE DUNGEON 階段を降りるたびに形が変わるダンジョンを進む、**ターン制のドット絵ローグライク**です。 自分が1歩動くと、敵も1歩動く。落ち着いて考えて進める、昔ながらの遊び方が中心です。 > **テスト版(v0.8)です。** 不具合やデータが消える可能性があります。気づいたことを教えてもらえると助かります。 ### 遊びの特徴 - **毎回形が変わるダンジョン**:階ごとにテーマ(洞窟・墓地・氷河など)が変わり、深くなるほど強い敵が出ます。 - **装備を育てる**:鍛冶屋で武器・盾を強化したり、合成したりできます。強い装備は呪われていることもあります。 -…
Frequently asked questions
How much does ROGUELIKE DUNGEON cost?
It is free, with an optional pay-what-you-want tier whose minimum is nothing.
Where can it be played?
In a browser frame, on Windows through a downloadable zip and executable, and on Android through an apk.
Is the game finished?
No. It is in development, and the current build is a v0.8 test version where bugs and lost save data are possible.
Does it work on phones?
Yes. Touch play uses an on-screen d-pad or tap and swipe movement, with Attack, Dash, inventory, status, map and help buttons, plus a left-handed layout.
How does the daily dungeon work?
Floors are generated from the date, so everyone playing on the same day gets the same layout, and the run starts with a preservation pot.
Can the controls be changed?
Keys are rebindable in Settings on PC, and the in-game help explains the rules in more detail.
What games are similar to ROGUELIKE DUNGEON?
The closest matches on DebutPlay are Cyberworld Endless, Spirevale (Demo), Dogstar. They share the same genre, so the controls and the pace carry over.
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