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dunGeon combines modern class-based multiplayer gunplay, with random rooms, traps and items. Some development goals include:

  • Totally crazy and inventive classes ( such as the apothecary, who can mash up items into raw ingredients for insane potions )
  • Integrating elements from old rougelikes that mesh well in a modern multiplayer setting ( like random levels and shadowcasting )
  • Classes that play off of each other's strengths and weaknesses ( a ninja class that can turn invisible, and a physic class that can hunt him down )
  • Classic risk / reward mechanics ( spending gold to unlock weapons, items and upgrades. That same gold is required to win the game )

A lot of the mechanics are in place. I hope to spend some time creating art assets, adding sound, and laying on the polish. Hopefully I'll release a public beta in the near future.

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0 comments by DuncanKeller on Aug 12th, 2012

Terribly boring week. All I did was add sounds, and I'm worried that a lot of them won't end up fitting into the game very well. Playtesting will have to determine that.

The fortunate news is that the release of the game is just around the corner, so more news on that to come soon, hopefully.

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wazupwolf Jul 21 2012, 7:57pm says:

This looks promising and intresting and you seem to update frequently. im tracking

+2 votes     reply to comment
DuncanKeller Creator
DuncanKeller Jul 22 2012, 1:14am replied:

Thanks. I going to update every week at the very least. Hopefully I'll do some more features, though. I have a video on items already done, and a video on custom maps planned.

+2 votes   reply to comment
L0n3r Jul 20 2012, 3:42am says:


+3 votes     reply to comment
DuncanKeller Creator
DuncanKeller Jul 20 2012, 3:28pm replied:

Thanks, man! Just posted some new characters if you're interested. Also will be doing a vid this weekend on new additons (custom maps, traps). Thanks for the support :)

+4 votes   reply to comment
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Latest tweets from @duncankeller

Really interesting to read about why coding on the N64 was such a nightmare. Fascinating time in console hardware.

20hours 42mins ago

@worr Yeah, for sure, I don't know why I assumed Decimal specifically wouldn't be in it. I agree with you there

21hours 1min ago

@worr Oh I see. Honestly I do not see a reason to invite that complexity unless I need it. Teller application? Sure. Fruit stand? Why bother

21hours 2mins ago

@worr Still, with libs, I never know what is useful code and what is excess baggage. Not speaking to Decimal specifically, but I don't...

21hours 4mins ago

@worr Yeah, OK, I didn't think of that. I didn't know that differed on a per-nation basis tbh

21hours 5mins ago

I'm drooling T.co

Nov 21 2014, 10:19pm

For those interested: T.co

Nov 21 2014, 9:46pm

It's Friday Nite! You know what we do on Friday Nite? We read Nintendo 64 architecture and programming docs from 1999. Part-ay!

Nov 21 2014, 9:45pm

@lizardengland Seriously! It almost reads like an onion article. I'm flabbergasted.

Nov 21 2014, 9:44pm

@worr ALSO: If you think that you need to import a package in order to store money values, it's time to take a few steps back

Nov 21 2014, 9:43pm

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