Dungeon Cleared! artwork$9.99100%1 user reviews

Dungeon Cleared!

Pick four heroes and enter the dungeon. Hopefully four come back. The rules are simple. The dungeon maybe not. Position your party, manage spells, avoid traps and survive ten procedural levels of old-school turn-based tactics—one short adventure and one questionable decision at a time.

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An old-school dungeon crawler

Dungeon Cleared! began with a simple idea: I wanted to recreate the feel of 1980s tabletop dungeon crawlers and the rules of 1990s role-playing games, without conversations or lengthy narrative sequences: exploration, combat and tactical decisions, even in short sessions.

The rules are easy to learn, but your decisions matter.

The order in which you move your heroes, who opens a door, where you end your movement and when you use a spell can completely change a fight.

Casual in the time it requires, not in the consequences of your choices.

Three campaigns. Thirty dungeons.

Build a party of four heroes and face three campaigns of ten dungeons each.

In the depths beneath Valdombra, you will search for the fragments of the Solar Seal while the Rift threatens the village.

The Court of Frost leads the party through a frozen realm inhabited by creatures of ice and cold.

In the Garden of Spores, nature has taken on considerably less reassuring forms.

Each campaign features its own setting, enemies, obstacles and bosses, with a major encounter in dungeon five and a final boss in dungeon ten.

Seven classes. Four heroes.

Choose your party from Warrior, Rogue, Wizard, Cleric, Elf, Dwarf and Halfling.

Each class has different stats, movement, range, equipment, spells or abilities.

Your party composition changes the way you approach each room.

Your turn. Your order.

Activate your heroes in any order and combine movement and actions during the same turn.

Move forward, attack and reposition. Cast a spell, use a potion or take advantage of your class power.

Doors, walls and obstacles affect movement and line of sight, while fog of war hides what lies beyond the next room.

From level 1 to level 10

After each dungeon, your party grows stronger.

Choose permanent upgrades, new items and gradually develop your heroes’ abilities.

New spell tiers and additional slots become available throughout the campaign, allowing you to gradually shape the party around your choices.

Procedural dungeons

Maps, traps, obstacles and encounters are generated procedurally, turning each seed into a different tactical situation.

The system is deliberately easy to read: you do not need to manage dozens of overlapping mechanics, only understand how to deal with what is in front of you.

At higher difficulty levels, enemy behaviour also changes, with greater aggression and different priorities when choosing targets.

Campaign or One-shot

Play one of the three complete campaigns or create a level 1–10 One-shot by choosing your party, difficulty and seed.

Four difficulty levels — Easy, Normal, Hard and Hardcore — let you tailor the experience or experiment with new party compositions without starting a new campaign.

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