
Plunge into the heart of adventure with our 2D dungeon crawler featuring roguelite elements and get catapulted into a series of mind-bending labyrinths with a top-down perspective. All this is rendered in glorious pixel-art and adorned with a turn-based combat system infused with electrifying arcade nuances, where each weapon serves as a unique extension of your character.
Another hallmark of this adventure is its randomly generated level design. Every zone of the Hyper-Dungeon is a unique universe, different from any other gameplay session. The layout of the rooms, the shape of the corridors, and the placement of monsters, traps, and treasures are reinvented every time, providing players with an ever-changing challenge.
Navigating these subterranean levels will be anything but a walk in the park: you'll need tactics, quick reflexes, and keen observation to overcome lethal traps and a wide variety of enemies. The full version of the game offers a total of 50 meticulously designed levels, paying special attention to gameplay mechanics, plot, and dialogue. The gameplay offers a broad spectrum of experiences that continually alternate: from last-stand battles to tactical reasoning, and from puzzles that require intuition and wit.

Each level is a microcosm unto itself, with different biomes, varying levels of brightness, and changing dimensions. Think you can dodge some challenges? Think again... what invaluable treasures will you miss by taking the easier path? But it doesn't end here: classic mechanics of the genre—such as character development, leveling up, and collecting rare items—are enriched by an intuitive yet effective crafting system.
Additionally, you'll have the opportunity to customize your fighting technique with three different styles, each with unique unlockable abilities. Monsters in the game are numerous and exhibit different behaviors, making encounters compelling without being excessively difficult or frustrating: we firmly believe that a video game should above all be fun.
But don't be fooled by the seriousness of the challenge: the entire adventure is imbued with eccentric humor and sharp dialogue, rich in pop culture, nerd/geek references, and nods to classic video game lore, which, we hope, will capture the heart of every gamer!

We have completed the modifications for the new DEMO, which now includes almost all the features we decided to add following the invaluable feedback (both positive and negative) received from you. The only features still left out concern the game's future levels.
Here's the complete list of new features:
Perks:
We have developed a perk system that affects several gameplay elements, adapting to different playstyles, whether they are action-oriented, objective-focused, aesthetic, or a combination of these. Here are the four available archetypes:
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Difficulty Levels
We have introduced various difficulty levels, each with distinct gameplay mechanisms to suit different gaming preferences. In the demo, we will include only two (easy and normal).
Here are some details:
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FOW (Field of War)
We have implemented a new map display mode that reveals progressively, adding an additional level of strategy.
These are the situations that can occur:
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Plot and Character Corrections
We have made significant improvements, including major narrative forks and the revision/introduction of new levels. Additionally, we have deepened and created storylines for certain characters: we identified the least developed characters and created a secondary story for them that also impacts the main plot. These corrections have also led to the implementation of new ad hoc levels that are accessible depending on the profile used.
Dynamic Visual Elements:
The game environment has been enriched with visual elements that increase immersion and dynamism, as well as gameplay. Among these changes, we have implemented the ability to dodge traps using Rage (the modes change depending on the player's profile), and we have added shield parry animation during combat. Many more will follow, especially related to how levels appearance (also redesigned in their basic structure). Specific screens for special content (e.g., books) have been added, and a screen for trading items between the player and certain NPCs has been introduced. Finally, we have added some new achievements from the outset.

Now the hero can avoid traps!
Final Score:
A scoring system has been introduced to increase the game's competitiveness and replayability. We plan to create a leaderboard, which will be updated weekly, monthly, or globally, and will be accessible both through the game and via the web. This leaderboard will show players' scores, giving them the opportunity to highlight their performances and compare with others (naturally, only if the player desires).
Other changes will be revealed in the future, but now we can finally focus on developing all the other levels of the game, hoping that you like the changes as much as we enjoyed developing them!
To stay updated on these developments and to participate in in-depth discussions, we invite you to join our Discord server .
The Development Team
Minimum Setup
- OS: Ubuntu 18.04+
- Processor: x86_64 ProcessorsMemory: 1024 MB RAMStorage: 1 GB available space
- Memory: 1024 MB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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