Free to playCave Crawlers Loot, Laughter and Permadeath
Ten dwarves, one cave, and a permadeath rule that keeps every run honest.
Is Cave Crawlers worth it?
Cave Crawlers is worth it if…
- you like runs where every dwarf you build is different from the last
- you want co-op chaos with up to 10 friends in one lobby
- you enjoy the pressure of managing limited light in the dark
- you like permadeath runs where a dead character stays dead
- you prefer fast first-person combat over slow, careful play
Screenshots
Digging your own build
Every character starts fresh, and how you shape one is up to you. Over 100 weapon-specific talents sit alongside spells, perks and stats, so the same cave can play completely differently each run. Ravage things with an axe, swing a dagger absurdly fast, block attacks as a tank, or heal your allies with a torch (yes, a torch). Each weapon carries its own talent effect tied to it, and the items you find underground push builds further. Try a path, die, roll a new dwarf, try another.
The dark is a mechanic
The caves are extremely dark, and your light is limited. Torches burn out over time, so managing them becomes part of every run: when to push deeper, when to save the flame. Run dry mid-fight and things get scary fast. For the worst moments there is flint and steel, a last spark when the dark closes in. It turns a simple resource into constant tension, and it is the reason a corridor you already cleared can feel threatening on the way back.
Biomes, bosses and trapped rooms
Each biome changes the environment completely, with its own enemies and items to find. Keep an eye out for trapped rooms: dangerous, but they hold magnificent rewards. At the end of a biome waits a themed boss with its own mechanics you have to overcome before the next biome opens up. Beat one and it drops unique loot you can carry into the next run. The caves are procedurally generated, so the layout, the threats and the treasures shift every time.
Ten dwarves, one cave
You can crawl alone, but the game is built for a lobby: up to 10 players in one run, everyone bringing their own talents, spells and items to the fight. Coordinating a squad against a boss is where the game gets loud and chaotic in the best way. There is a catch, and it is a good one: the power of the caves grows as more dwarves adventure together, so a bigger group means bigger threats. More friends, more danger, more loot to argue over.



















