Full Omni-Directional Movement
Have true mobility with 8 Directions of Movement.

Character Customization
With 30 Customization options, and 6 different stories to uncover, there's a Dungeoneer for everyone.

Level Up Skills
Level up 10 unique skills, allowing you to choose how the game is played.
Custom Item Creation
Enjoy a fully Bespoke Crafting System, hand crafted to be as simple or advanced as you decide to make it.
With 216+ Unique crafting combinations for each piece of Armour and Weapon, you can become the master of death and destruction.
Delve Deep into Dungeons
Kiil Enemies, Loot Chests, and Survive. Sounds simple, until a Skeleton is hurling a Fireball at you. Fight to survive, or just to escape, with Real-Time 2D Combat.
Each Dungeon Level is Randomly Generated. That means no two levels are the same, and neither are your runs.
Boss Dungeons
Test your might and skill against 6 Bosses, with unique and custom gear. Defeating a Boss Dungeon earns you their gear, and Perk Points.
Perks
Designed to give you the edge, equip up to four perks to truly become what all Skeletons fear.
And With More To Come
Enjoy FREE content updates to this game. No paid DLC, no Microtransactions, EVER.
This update EARNED the title of 2.0. It\'s a behemoth, and essentially, a whole new game.
Update v2.0
Combat Overhaul
Combat has received the most MASSIVE overhaul I think it could ever get. Everything got touched. Everything.
Removed Combat Buff - This was part of an older version of the game, where your attacks could miss if they weren\'t \"Accurate\" enough. But that got scrapped a while ago, and the Combat Buff got rolled into granting Extra Damage. It was too much and too complex, so I removed it.
By removing the Combat Buff, it made me have to look at the values inside the combat system. So I did, and it came with some massive tweaks.
Rebuilt Health Values - The first is that you now have less Hit Points. Instead of the value being Health x 25 = HP, its now Health x 10 = HP.
Rebuilt Defense Values - Defense also got changed, and was reduced. Every piece of Armour grants the same amount of Defense. This means no piece is more valuable than another. The exception is Shields and Wards. Shields are now 4x stronger than armour, and wards are 2x stronger.
Rebuild Damage Values - Your Damage is now much easier to calculate and understand. Its your Weapons attack damage, multiplied by the Damage Multiplier of the Spell you used. You also get a small boost depending on your Skill Level for the weapons Combat Type.
But it wasnt just values that changed, but how you fight as well.
Click/Tap to Attack - To attack an Enemy, you now Click/Tap and can Hold to attack them. This will also AUTOMATICALLY aim you towards the Enemy before the Attack so you hit them.
Semi-Seeking Projectiles - Along with the new auto-aim, your attacks will also Sem-Seek the enemy you click on. It will Aim at the Enemy, then fire in a straight line. This removes the old problem of being in positions where you cant hit the Enemy because theyre in a deadspot that you cant actually aim at. However, it can miss if the Enemy moves away before the attack arrives.
Attack Speed Increase - Youll now attack faster for all Combat Types, but certain types are slower than others. From Fastest to Slowest: Ranged -> Melee -> Magic
This helps balance out the new Damage values, and the newest Attack Style.
Magic Area of Effect Attacks - Ive converted 3 of the Magic Spells to AoE attacks. Once the spell hits an Enemy, itll also hit every enemy in a radius around it for HALF or QUARTER damage depending on the enemys distance from impact.
Melee Area of Effect Attacks - Ive added a 4th Attack for Melee called Flurry, thats an AoE attack. Unlike the Magic spells, this attack does FULL damage in the immediate area around you. Its much smaller than the Magic AoE radius though.
PlayerBar Changes
Spells are Toggles, not Actions - The Spells in the PlayerBar are now Toggles for which Spell to use, instead of a button to Cast the Spell. So now you select your Attack, and then click/tap the Enemy to attack with the Attack youve selected.
Potion Pouch Changes - The Potion Pouch used to be a PopUp, but now its part of the PlayerBar. This means it wont disappear when accessing the Inventory, when the Level Up Alerts fire, or any other time.
Dungeon Overhaul
Dungeons also got some love, and I fixed a few things that were busted.
Mobs Spawn in Random Location around Player - This was always supposed to be the case, but the Spawning function preferred the Top-Left position above all else, so Enemys would always spawn there. Now, theyll spawn anywhere around the Player.
Mob Spawn Count Increased - Another feature that never really worked right; Mobs now spawn in GROUPS. It scales based on Dungeon Level, but itll go from 1 all the way up to 5.
Persistent Loot Objects - Unopened Loot Chests will now stick around when you come back from a Paused game, or return to a previous Level. This includes Mob Drops as well.
Mob Drops Now Spawned by Dungeon - This is a performance boost thing. Originally, the Mob would spawn its loot chest on death, but it had to load the Loot Object, initialize it, then spawn an item. Now, the Mob simply passes its Loot Table into the Dungeon on Death, and the Dungeon spawns the Chest. It uses the same system as Dungeon Loot, so theres nothing to load or initialize anymore, improving game performance.
Inventory Tweaks
Removed Player Info Screen - The Player Info screen is gone, and its been shifted to be Below the Equipped Items. This allows you to quickly see which piece of Armour or Weapon is better or worse when equipping.
Inspect Screen Persists - When Inspecting an Item, you can now click on any of the Equipped Items and it will switch to Inspecting that Item. It no longer requires 27 clicks to inspect your equipment.
Introducing Cards - Cards are an item you can Loot from Chests inside the Dungeon. They will give you a boost to certain values while equipped, but have a limited number of Uses before theyre destroyed.
Tavern Tweaks - The Layout was slightly altered to allow for the new Deck Table to be placed inside of it.
Hardcore Dungeons
The Classic Dungeon Crawler comes to Dungeon Dwellers.
Game Mode Selection Screen - After creating your Character, youll be asked to choose between Hardcore and Normal. Normal is Dungeon Dwellers as it always has been. Hardcore is the new Dungeon Only game mode.
Hardcore Mode - Smaller Dungeons, 50 Depth Maximum, with Loot limited to Gear and Potions. Its designed to play like the classic Dungeon Crawlers of old. The Difficulty will Scale as you increase Floors. You start on Dungeon Level 1, until you reach Dungeon Level 15.
Bug Fixes
Fixed Inventory not outputting Correct Damage Value
Fixed No Icon Error in Loot Chests
Fixed Arrow Attacks using Wrong Speed Multiplier
Fixed Dungeon Only Building using 1 Tileset
Fixed Boss Dungeons not Spawning
Fixed Ladder not Spawning Player in Correct Spot
Fixed Dweller, Yilani and Bosxix Death Sounds not playing
Fixed Light Bleed in Tavern
Fixed Crash on Quest Completion
Minimum Setup
- OS: Ubuntu 22.04+. Fedora 41+. Arch. SteamOS
- Processor: Intel i3 (64 Bit)/ AMD Ryzen 3 (64 Bit)Memory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: 1 GB Integrated GPU
- Storage: 1024 MB available space
Recommended Setup
- OS: Ubuntu 22.04+. Fedora 41+. Arch. SteamOS
- Processor: Intel i5 (64 Bit)/ AMD Ryzen 5 (64 Bit)Memory: 4096 MB RAM
- Graphics: 1 GB Dedicated GPU
- Storage: 1024 MB available space
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