$14.99Dungeon Inn Two Guilds, One Inn, Zero Witnesses
As Sara, an innkeeper with a dragon landlord, you run a cozy inn at the mouth of a dungeon and secretly serve two rival guilds. You time arrivals, keep enemies apart, and spend the profits on new facilities. Short, cute, and sneakier than it looks.
Is Dungeon Inn worth it?
Dungeon Inn is worth it if…
- you like simulator games with a cozy inn, cute guests, and steady upgrades
- you like slow turn-based planning where timing matters more than reflexes
- you enjoy funny stories about running a slightly crooked business
Screenshots
Keeping rival guilds apart
Your inn sits between the dungeon and trouble. Each turn, adventurers from two rival guilds walk toward your door, and you use tools and timing tricks to slow some down and hurry others along so they never meet inside.
When fights do break out at your doorstep, you can send in armored wisps to quietly tip the scales and keep suspicion off your double-dealing. It plays less like stocking shelves and more like a gentle scheduling puzzle: plan the week, watch it unfold, retry without stress if guilds collide.
Wine, rowdy guests, and new wings
Between arrivals, you make small innkeeper calls with large consequences. You choose fine wine or black tea for guests, decide how to handle a rowdy guest who breaks plates, and each choice shifts reputation, income, and suspicion.
Gold turns into growth. You invest coins in new facilities that draw more guests and unlock new events, turning a humble tavern into a dungeon-side destination. The look stays hand-drawn, colorful, and cute, with simple charming characters and sweet music, which makes the dark comedy of looting the dead land even better.
What should simulator fans know?
Is this a business sim or a puzzle?
More puzzle with an inn wrapped around it. You attract adventurers, stagger their arrivals, prevent clashes, and manage reputation and suspicion. There is no cooking, cleaning, or till work, and upgrades are simple facility buys that bring more guests and events.
What do you actually do each turn?
You deploy tools to change how fast each party moves toward the inn, so rival guilds arrive on different turns. Then you resolve guest events, spend gold on facilities, and use wisps to steer fights that happen too close to home.
How hard is it to fail?
Failure is low-pressure. You can replan and retry weeks until the schedule works, with difficulty options that change the challenge. It suits short relaxed sessions where you plot, watch, and adjust.

















