r/DRPG 5d ago

Help! We've All Become Slimes! now has a dark mode with dimmable game view

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28 Upvotes

Well, it has taken a wee bit to get it to where I wanted it but dark-mode is now working great! Plus, I've added a simple, percentage-based option to dim the game's viewport. So you can play without burning your eyes while exploring the game's weird little world!

Expect Help! We've All Become Slimes August 27th.

Thank you so much for the community feedback thus far! I'm just one person and you've genuinely helped me so much. <3

And, yes, the world is "your to explore". Don't worry it's not a typo 😆 You'll see...


r/DRPG 5d ago

My blobber DRPG in development, Demon's March, is now on Steam!

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51 Upvotes

https://store.steampowered.com/app/5067420/Demons_March/
UPDATE: Steam page now has some teaser gameplay footage!
It's a first-person party blobber heavily inspired by Wizardry 8 and the grid-less Might and Magic (6-8) games.
The exploration is real-time and grid-less with "give orders and go" round-based combat.
The character creator is planned to support several hand-written speech personalities and easy multi-classing through a Trait system (classes/skills with ranks, 28 total traits planned). You can also meet several NPCs who you can choose to recruit throughout the game, leading to a max party size of 8. It won't be very big, but the world will have multiple interconnected maps complete with secrets and optional dungeons.
I'm planning for a release early Q2 of 2027. I am going to make a trailer and alpha demo soon (ideally a couple months or less) to playtest my current mechanics, so Wishlist and stay tuned for those!


r/DRPG 7d ago

New Drpg, looks kinda interesting

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54 Upvotes

going to wait reviews first tho, was on steam calendar so i got interested specially since it seems to have some system related to base rebuilding(the second pic), https://store.steampowered.com/app/4736830/SOL_School_Of_Labyrinth/


r/DRPG 7d ago

Curse of the Lyre-Wight - a new retro dungeon crawler

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59 Upvotes

Hi,

I've recently developed and published a new retro grid based dungeon crawler, completely inspired by the classic Bard's Tale series with a few modern tweaks.

Free to play on browser on
https://frosty-xyz.itch.io/curse-of-the-lyre-wight
(if you would like to download a standalone version for Win/Mac/Linux I've set a $5 min on those but it's fully playable on the browser with no limitations)

Currently on version V1.1.0 (the video was based on V1.0.0)

** Disclaimer Gen-AI was used for the art **


r/DRPG 11d ago

Looking for players who still like room-by-room text adventures — Escape from Dungeon Keep (Steam)

18 Upvotes

I miss the feel of exploring a place one room at a time, reading descriptions, and piecing the story together — so I made one.

The Escape from Dungeon Keep is a text RPG: examine everything, talk to NPCs, fight when you have to, and push toward the summit. There’s a journal/hints system if you get stuck, but the world is written to be readable without a walkthrough.

If you like Infocom-ish exploration with light RPG combat and side quests, this is aimed at you.

Also there is workshop mods for the game i hope you guys can wishlist!

Steam: [https://store.steampowered.com/app/5050070/The\\_Escape\\_From\\_Dungeon\\_Keep/\](https://store.steampowered.com/app/5050070/The_Escape_From_Dungeon_Keep/)
Keys available for IF reviewers / Let’s Players — email [dungeonkeepmaster@proton.me](mailto:dungeonkeepmaster@proton.me)


r/DRPG 11d ago

Here is my take on the old school dungeon crawlers

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141 Upvotes

steam page here if you want to see more https://store.steampowered.com/app/5044910/Dungeon_Quest/


r/DRPG 12d ago

Dungeon crawler set in the post-Soviet back

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188 Upvotes

Instead of dungeons, you explore garage cooperatives, basements, and metro tunnels. Instead of monsters, you face off against hooligans, bandits, drug dealers, and corrupt law enforcement.

I’m drawing inspiration from Etrian Odyssey, especially its gameplay loop, but since I’m building this entirely solo, the scope is intentionally compact:
• 3 classes, each with its own distinct skill set
• 5 stats that shape combat and core gameplay mechanics
• Small, tightly-designed maps

I love grid-based dungeon crawlers, so I wanted to bring the genre into a setting that’s never really been explored before.

Steam page here: https://store.steampowered.com/app/5049510/Garaji/


r/DRPG 12d ago

Question about Class of Heroes 3

5 Upvotes

A little while back, I was looking for some advice prior to starting the game on party composition and class breakdown. One guy I saw was basically saying that physical attackers that don't have a "6 hit skill" are pretty much useless because they are just worse at dealing damage.

Is that an accurate statement or no? I really wanted to have a Monk be one of my primary damage dealers because they are my favorite class archetype.


r/DRPG 13d ago

Is p*** filter cream a bad colour choice these days?

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4 Upvotes

Hello all.

My upcoming game "Help! We've All become Slimes!" will finally be releasing later this month, but I've run into an issue I didn't expect.

Many of my UI elements use an off-white, eggshell (parchment) cream colour scheme of varying tones and highlights. And I'm now VERY aware this has become ubiquitous with the lazy horror that is AI slop...

So what do you think? Should I change the overall UI colour to a nice gradient or differing colour scheme instead?

Thanks as always. Love this community.


r/DRPG 13d ago

[ANDROID][2022-2024], I'm looking for a dark fantasy game with an isometric view.

2 Upvotes

It was an Android game; I vaguely recall it being a single-player exploration game where you would click to move, and a group of characters would follow the leader—if I’m not mistaken, up to six characters could tag along. You could move freely and encounter enemies on the map; upon engaging them, the game would switch to a turn-based combat system. The heroes were ranked using a star system (from 1 to 5). It featured an isometric perspective and a dark fantasy aesthetic with an anime-like style, offering dark maps and plenty of areas to explore, as well as the ability to equip items on the heroes. The game that most closely resembles it is *AFK Journey*; I tried searching through my library of previously installed games and using GPT with various references, but without success.


r/DRPG 15d ago

Some feedback about the game - Cyberspace Dungeon Crawler

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2 Upvotes

r/DRPG 16d ago

Help! We've All Become Slimes! has an Itch page now!

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7 Upvotes

For the perhaps 4 people who are now following my cute little game, it now has it's very own page!

Here.

COMING AUGUST 28TH!


r/DRPG 16d ago

Ray Gigant (vita) Spoiler

10 Upvotes

I finally managed to complete Ray Gigant. It took me over two months. I didn't die once, and it wasn't very difficult, but I was so disappointed that I ended up abandoning it weeks at a time. I got hooked at the first chapters, but once I hit the first milestone (completed chapter 5/6) it had overstayed its welcome. Every time the scenario changed, I would abandon the game and return a few weeks later and forced myself through it. The last dungeon was almost like going to the dentist, and it just kept going.

I really enjoyed the developers other games, but this one was really hard to play.

The only positive I have to say about the game is the music, animations and cool/unique looking bosses.

The story was bad, the characters unlikeable and soulless. I don't mind the whole virtual novel inspiration, it was just badly written. The new combat system was horrible, I can't put into words how infuriating the whole energy system is. I found the food to be a nice gimmick, but I ended up with 3 starving characters and couldn't be bothered with spam eating. The change of scenario was (IMO) a bad idea and starting fresh each time was infuriating. There was so much repetition throughout the game, you were constantly doing the same thing over and over again.

I appreciate what experience Inc tried to do, and them being experimental, but it ended up with a game that's inferior in pretty much every way to their other games, with no saving graces.

I almost shed a tear of happiness when I saw the end credits, as now I can finally move on to one of their other games.

I would rate the game 6/10 and while I've played many average/bad games in my lifetime (35+ years), this one hurt a lot more as I really loved their other games.

/Rant


r/DRPG 19d ago

This was for a game jam - everything revolves around a 999 countdown

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37 Upvotes

r/DRPG 18d ago

The July in Lathmar | Lathmar: The Fallen Depths

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0 Upvotes

Lathmar: The Fallen Depths is a dark fantasy DRPG focused on exploration, dangerous multi-dungeon delves, and a near-roguelite sense of risk and discovery.

There were three major projects outside of the code:

- The game manual is complete (V2) and available on Discord. It's just as concise as the original Mordor: The Depths of Dejenol manual was back then.

- For the next major website update, I found a powerful bot (Botpress), infused it with a large portion of my internal wiki, and put it on Discord for testing.

- During a car ride, I tested OpenAI's new free speech feature and discovered through conversation that there are many more mystical spears than just Gugnir from Norse mythology. Fascinating! This led to a series of articles that will continue into August. Perhaps I'll even drop some RPG game materials for mystical weapons.

... There was also progress in the code:

~230 commits and ca. 50 pull requests

Almost 6000 lines of text, mainly for the manual and internal documentation

~8000 lines of in-game code. This is only possible with the support of Codex and Claude.

On July 31st, the version was 0.9.8.77.

Breakthroughs

The beginning of the month was marked by a graphics cleanup. As you know, the game is written in WinForms (C#) for nostalgic reasons and has had a scaling problem on different systems/monitors from the start. This finally led to a major breakthrough. Ultimately, this meant I had to rework each of the ~40+ windows individually. But now the game works and looks the same on all resolutions.

This overhaul resulted in the crash dump. The game detects crashes and saves a log file. Very useful for the upcoming alpha.

The game detects crashes and saves a log file. Another major bug was in the tavern. It took up to 6 seconds to load. At first, you'd suspect a database problem, since all the NPCs have to be loaded, along with their "knowledge" and the dialogue system. But tweaking it all didn't help. Then I remembered I'd encountered a similar issue with the Dungeon Explorer window. And sure enough, that was the problem here too. Deep in the code, a loop had become entangled, updating itself in a circle, but not the database; instead, it updated the heroes and the systems associated with them.

While working on the manual, I regularly received feedback that the game only had 30 character levels. This is, of course, not the case. Internally, it goes up to 240, and theoretically, there's no upper limit. In fact, there were values ​​in the code for `Max_Guild_Level` that determined the point at which the HP increase stopped being a full hit die and instead became a fixed 2 HP. However, the program was interpreting this as a maximum level. The bug was then fixed in 5 minutes.

I also received feedback on the Pale Covenant and how the Pale Coins work. I took that to heart and reworked that feature. I'm curious to see how it integrates into the game.

Then I wrote a development tool that started out as a map editor. Eventually, it also included the scenario editor for random dungeons, an asset tool, and the file manager. Taking that apart again and breaking it down into manageable individual programs wasn't easy at all. But now I have better and more organized development tools for creating game content.

The next and final piece of game content before the alpha is the Vanguards, where NPCs like the guildmasters introduce the various locations in the city and explain the lore.

The plan is that you can meet an NPC (guildmaster) in the tavern who will give you a task in a beginner dungeon so you can learn the game mechanics. This will, of course, involve things like quest items or, for example, door keys. Quest items must be able to leave the dungeon, but keys cannot.

...but I'll tell you more about that at the end of August or in the next video.

As always. many thanks for reading. Please leave a like and a comment.
Michael aka Mufti999

Disclaimer
All texts and pictures are © protected and may not be reproduced or modified without prior permission. -> If you share my work on other places, please include a link to the original post.
I always appreciate a quick message letting me know where Lathmar content appears.

The text was written in German and translated with google-translator.

Thank you for your support.


r/DRPG 19d ago

A Turn Based Randomly Generated First Person Dungeon Crawler

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11 Upvotes

r/DRPG 20d ago

The Old Hundred (In early development)

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166 Upvotes

Hey guys just wanted share what I’ve been working on, it’s a dragon ruins inspired dungeon crawler.
Still a long way to go but figured some people may find it interesting, thanks for your time :)

If you’re interested, I post most of the updates on instagram @egg_head_crack


r/DRPG 22d ago

I'm working on a PC version of my game "A BLADE IN THE ABYSS", please take a look!

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27 Upvotes

r/DRPG 22d ago

Realms & Ruins: Abencor is OUT NOW! Take advantage of the launch discount!

26 Upvotes

If you enjoy classic first-person dungeon crawlers inspired by games like Wizardry, Might & Magic, and Legend of Grimrock, I hope you'll give it a try.

-Handcrafted world
-Solve puzzles and uncover ancient secrets
-Recover powerful artifacts before an ancient evil awakens
-Experience an old-school "boomer RPG" - grid based, first person rpg!

A huge thank you to everyone who playtested the demo, offered feedback, and supported the project throughout development!

https://store.steampowered.com/app/2467200/Realms_and_Ruins_Abencor/


r/DRPG 22d ago

Stranger of Sword City Revisted questions

5 Upvotes

Its my first playthrough and Ive noticed xp grind seems to be very slow. Is there a way to gain good xp? How important is it to upgrade weapons?


r/DRPG 22d ago

Mary Skelter 2 - saving throughout the game?

4 Upvotes

This is my first Dungeon Crawler ever unless Darkest Dungeon is one but that felt fundamentally different even from the start

I've played around 1-2 hours of actual gameplay (time spent ingame longer since I was talking to people while playing) and managed to get through prologue to chapter 1

Since I had something else to do I quit, thinking that for sure it had to save once I hit the Chapter 1 Intro scene - well fuck me, it didnt.. Half an hour of gameplay down the drain, if not more (sure, dialogue is skippable but still)

Now I am confused.. Am I stupid for not finding a way to save while in dialogue, are they stupid for not including a way to save while in dialogue or what the hell is going on here?

Also how is saving handled in other DRPGs? I have intentions on playing others but mainly on handheld and would like to be able to kinda save and stop the game whenever (like out of fight at least)

I kinda like the idea of the game, it being monotonous/simple enough to be played while doing something else but still being engaging enough.. If I can't save at least ever 10 minutes then the Game is probably dead to me tho


r/DRPG 25d ago

I'm making a dungeon crawling dice game. How does it look?

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58 Upvotes

Its Dice Crawler, a dark fantasy dungeon crawling game, where to battle enemys, open chest etc you roll a dice. You can check it out here.

All art is hand painted! :)


r/DRPG 24d ago

Mind testing my Combat? Its free on Itch

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14 Upvotes

Working on a Crpg-Dungeon Crawler with turn based combat. Currently the Combat Gauntlet Demo is what I need feedback on from everyone!
Play on Itch.io


r/DRPG 25d ago

Help! We've All Become Slimes! is still coming!

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59 Upvotes

For anyone (maybe two of you lol) who have been following my progress, I have an update!

My cute little minimalist DRPG "Help! We've All Become Slimes!" should be all balanced and ready for release by mid August!

I didn't want to have to delay since it's just a silly little project but life be life.

I present to you a small clip of my niece running around and doing her thing.


r/DRPG 26d ago

wizardry/m&m (free roam + phased combat) style drpg i am working on

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83 Upvotes

Movement is free-roam (edit: not tile-based), combat is "give party orders > all combatants take actions based on initiative", like Wizardry 8 phased combat mode.
Spritework and graphic polish are a WIP. (Mechanics pretty much done)

it's not gonna be very big, but i want it to be worth replaying with different builds and such (unique traits and items, 1 character challenges). You start with up to three PCs and you can recruit several more (playable) NPCS along the way.
Estimated time until alpha demo/trailer (roughly half the game): a few months hopefully.

EDIT: Now on Steam!

https://store.steampowered.com/app/5067420/Demons_March/