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Infinite Dungeon Crawler

Update to Version 1.1 (build 78)

As always, this update fixes a handful of bugs and adds some new features, as detailed here:

As requested by dcb$510, ETTINS have been added. These two-headed giant humanoids are ill-tempered and wield both an axe and a spiked club and can swing both of them in the same turn. Ettins are included in The Hidden Realm (starting at level 5) plus you can encounter them in both The Caverns of Grimlock and The Swampy Isles.

SPEARS are now one-handed weapons. This is to correct an original design issue that has always bugged me. Spears and Polearms are unique in that they are the only melee weapons that can reach two grid squares, but polearms have always felt much superior to spears because they do more damage and both have an equal chance of knockdown. Spears also don't have as much blocking as polearms, plus polearms have a higher bleed chance. So to balance this out, I changed spears to a one-handed weapon. They're still pretty much the same otherwise. But this allows you to also use a shield in your left hand, which is an advantage all its own that polearms don't have. And they still reach two squares.

I integrated a requested feature into an existing feature. F9 now toggles status bars (stamina/health) between three modes: Display All, Display None, and Display Only the Selected Character. This last mode is the new one. The selected character is usually the character whose turn it is, but if you click on a monster, or another character, they are selected and they display their bars over them in this mode. This can help during battles where a lot of creatures are packed in adjacent squares and the status bars overlap.

F7 now toggles the grid lines on the ground on or off. This was in at some point but I think got inadvertently disabled.

If you get PUSHED BACK, you lose half your MP on your next turn.

The relative amount of XP granted for monsters is now displayed on the BESTIARY page. This will give you a general idea of how much a given creature is worth compared to others. The actual amount of XP can still vary by level. x1.0 is considered "average".

Any creatures that activate SURPRISE as they initially appear when combat starts will get a 2x INIT bonus when calculating the turn order.

Few other minor bug fixes and tweaks. The full list can be seen in the release notes: https://www.infinitedungeoncrawler.com/release-notes/

One last note: Steam is good about automatically updating game content, but if you ever see an update notice and your build # (down in the lower-left corner of most screens) doesn't match, check your settings for the game in Steam and make sure updates are turned on. One trick I've found to force it to update is to go to the game listing, then MANAGE, then GAME PROPERTIES. Under LOCAL FILES click on the button for VERIFY INTEGRITY OF GAME FILES... I've found that that will force the update to the latest.

Summer Sale! All DLC On Sale at 33% Off!

If you've been on the fence about purchasing any DLC's, now is the time. From June 27th through July 11th, all DLC's are 33% off.

DLC's add additional worlds that you can travel to, each with its own distinct environments and monsters.


  • Explore a frozen, inhospitable landscape in The Frozen Expanse where you'll encounter Frost Giants, Ice Lurkers, and the vicious Wendigo.

  • Or delve into dark, damp, mysterious caves in The Caverns of Grimlock where Driders, Mothmen, and Redcaps make their home.

  • Fight a myriad of demons and devils amongst lava flows and iridescent plants in The Abysmal Furnaces.

  • Perhaps you prefer a true dungeon crawl in an environment with rooms, passages, and doors? Then The Infernal Dungeons is for you.

  • Or run around amongst beaches and palm trees battling many aquatic creatures like Kuo-Toa, Bullywugs, and Sahuagin in the newest DLC The Swampy Isles.


All of these DLC's contain anywhere between 28 and 44 new monsters to battle. Additionally, they each add new weapons and armor, plus abilities and skills. There really is quite a bit of content included with each to add variety and challenge to the game. Don't delay ... the sale won't last forever.

Note that to load any DLC you must have unlocked the main game.

Update to Version 1.1 (build 76)

This update fixes a few bugs and adds some new features.

You can now control the volume of "walk sounds" (e.g., boots on tiles, splashing in water) via a slider and mute button on the SOUND page in SETTINGS. Keep in mind that this is still controlled by the overall SOUND FX VOLUME setting. For example, if you have the overall sound muted, walk sounds will also be muted. But this will give you more control over softening the sound from walking around without having to turn down such things as button clicks and combat sounds.

A few of the quests that were added weren't working properly and that has been fixed. That includes "Towers of the Fallen" and "By the Light of the Moon". These weren't populating their respective worlds with the required items.

I added a new multi-part quest: "A Descent into Hell". I think this one is fairly challenging. Don't be surprised if you need to bail via a crystal and attempt it at a later time when you're more prepared. This requires both The Abysmal Furnaces and The Frozen Expanse DLC's.

I changed it so that when you walk through difficult terrain, like water or swamps, it slows the characters down on the screen. Just a touch of realism.

I continue to try to eliminate the "final hit to kill" problem where occasionally a creature with zero HP isn't killed on the final hit. I think its a rounding error related to damage mitigation by armor. I put in a tweak to see if that will fix it. Very hard to test because it is infrequent.

Few other minor bug fixes and tweaks. The full list can be seen in the release notes: https://www.infinitedungeoncrawler.com/release-notes/

One last note: Steam is good about automatically updating game content, but if you ever see an update notice and your build # (down in the lower-left corner of most screens) doesn't match, check your settings for the game in Steam and make sure updates are turned on. One trick I've found to force it to update is to go to the game listing, then MANAGE, then GAME PROPERTIES. Under LOCAL FILES click on the button for VERIFY INTEGRITY OF GAME FILES... I've found that that will force the update to the latest.

Version 1.1 (build 75)

Version 1.1 has been released, and with it are some pretty significant changes to the game. I will briefly list the changes here. For more in-depth details on each I recommend you go to the GUIDE section of the web site. There is a post dedicated to the v1.1 changes here:

https://www.infinitedungeoncrawler.com/2024/03/22/8-whats-new-in-version-1-1/

Now for the list.

ABILITY UPGRADES: I've implemented a system where most abilities can be upgraded to more powerful versions at higher levels, These generally boost damage done or the chance of a status effect, but cost more stamina to use. They also cost more ability points to purchase. Note that monster abilities also get boosted at higher levels.

QUESTS: A lot of people have been asking for these for a long time. You'll find these on the bulletin board outside the Mayor's office, just like JOBS. However, unlike jobs which are somewhat passive and the results are random, quests require you to take actions in a world to fulfill it. Many quests require to you return a certain number of a given item, or kill a certain number of creatures. But some are more complex and chain together a story over several quests.

USER INTERFACE IMPROVEMENTS: I know you all will love these. You can now use the mouse wheel to zoom in and out and scroll on most windows. You can also zoom in and out on the map with the mouse wheel (that includes the mini-map too). I've added tooltips over most HUD elements on the world screen. This is very useful for the various ABILITY buttons, which display ability stats. There are now separate settings to adjust the scaling of screen elements (like font size) on both the town and world screens. Plus, better screen scaling for larger screen resolutions has been implemented (e.g., 2880x1800).

TO-HIT ROLLS: A roll of 95 or higher is now an automatic miss.

TRAPS: The system for traps has been completely overhauled. Everyone now has a DETECT TRAPS and DISARM TRAPS stat which is displayed on the ATTRIBUTES screen. If you detect a trap, you have a chance to back off or to proceed to disarming it. Trap frequency has also been greatly reduced in the new version.

LOCKPICKING: Similar to traps, this has been greatly overhauled. This stat is also displayed on the ATTRIBUTES screen now.

AREA-OF-EFFECT SIZING: If you get the requisite skill, you can control the size of AOE targets using the mouse wheel. So shrink or enlarge them to better control who they affect.

RANDOM WORLD OPTION: Another option that has long been requested, there is now an checkbox at the Gate that allows you to travel to a random world (provided you have the DLC). There is also a loot bonus for choosing to do so.

ADDED MONSTERS: Added the CAVE LURKER and the BROWN LURKER, plus the ASWANG.

NEW ABILITIES: 11 new abilities have been added, including OPPORTUNITY ATTACK, DETONATE, and TELEPORT to name just a few.

LAYAWAY: The Merchant now offers layaway plans for expensive items.

There's more than this, so again refer to the web page above for all the details. For a full list of build 75 changes, refer to the release notes: https://www.infinitedungeoncrawler.com/release-notes/

I hope you enjoy the additions to the game and let me know via the discussion forum if anything is wonky.

One last note: Steam is good about automatically updating game content, but if you ever see an update notice and your build # (down in the lower-left corner of most screens) doesn't match, check your settings for the game in Steam and make sure updates are turned on. One trick I've found to force it to update is to go to the game listing, then right-click and bring up PROPERTIES. Under Installed Files click on the button for Verify integrity of game files.... I've found that that will force the update to the latest.

Update to Version 1.0 (build 73)

It's been a little while since the last update. This build introduces 3 new monsters (one in the base game and two in DLC), plus several updates and bug fixes.

First ... the monsters! The ORC MERCENARY has been added to the base game (level 5+). This larger-than-normal orc will typically be found in orc villages fighting alongside the other orcs. They like to wield a hooked poleaxe and have several tricks up their sleeves, including kicking dirt in their enemies' eyes. They can be found in all worlds where orcs are normally encountered.

Next up is the GLACIAL YAK, a large, ornery beast added to The Frozen Expanse DLC. These lumbering beasts have 4 long horns and two curved tusks and are prized for their valuable hides. But they won't give them up easily. They love to use their long horns to topple opponents, plus they're fond of trampling them as well.

Finally, I added the TOADMAN to The Swampy Isles DLC, although you're likely to encounter him in most worlds that have greenery or water. Don't confuse these guys with Bullywugs, because they're very different and more robust. Toadmen live a nomadic life and carry their possessions on them. They fight with a polearm, but also have several Druidic spells available to them including POISON THORN, ENTANGLE, and FOG CLOUD.

Now for the updates and bug fixes.

One user had an issue with drag-and-drop not working on their installation of Java. While I can't fix the internals of Java, I did add a workaround that many others will probably like. You can now slot a character to an in-town activity by selecting a character, then clicking on the activity to highlight it, then pressing the ENTER key. This will slot them the same as drag-and-drop. It also works in the Tavern when recruiting NPC's. In town is the only place in the game where drag-and-drop is utilized, so hopefully this allows some who weren't previously able to play the game play it.

There was a big mix-up in town that is surprising it went on so long without someone alerting the authorities. It turns out that the Bartender at the Tavern owes everyone a big apology for overcharging them all this time for new recruits. The amount that was taken from your purse was larger than the amount specified (by a factor of the level of the NPC, e.g.; costing 3x as much for a level 3 NPC!). We'd expect that from a Rogue's Guild, but not from an honest business owner that keeps the town awash in ale and dabbles in culinary creativity. The Mayor was alerted to this and he sent his reliable public servant, the Clerk, to remedy the situation and the Bartender from this point forth will only charge the amount advertised. Sorry, due to the excessive paperwork that would be involved, no refunds for said activity in the past can be granted.

There were times that a campsite could shift over one grid square when camping was resumed after a random encounter. This sometimes could have resulted in placing characters in a rock that they couldn't escape from. This was fixed.

Some flask-based abilities were modified so that they won't work over water, such as GREASE, MOLOTOV COCKTAIL, and TAR FLASK (because the flask wouldn't break and spread due to the water).

Fixed an issue related to Spriggan dens spawning behind rocks in The Caverns of Grimlock.

Fixed an issue where if a town event caused a change in the functionality of a given building, when the event expired the building was not restored to its original state (e.g., one of The Stones falling and squashing someone).

The ability SUPPRESSING FIRE has been changed so that it no longer does any physical damage, but will automatically break DEFENSE and cut MP in half on the victim's next turn. It also has a chance of PANIC.

There are a few other small bugs that were squashed. The full list can be seen in the release notes: https://www.infinitedungeoncrawler.com/release-notes/

One last note: Steam is good about automatically updating game content, but if you ever see an update notice and your build # (down in the lower-left corner of most screens) doesn't match, check your settings for the game in Steam and make sure updates are turned on. One trick I've found to force it to update is to go to the game listing, then MANAGE, then GAME PROPERTIES. Under LOCAL FILES click on the button for VERIFY INTEGRITY OF GAME FILES... I've found that that will force the update to the latest.

Big Winter Sale! Base Game and All DLC On Sale at 50% Off!

If you've been on the fence about unlocking the game or purchasing any DLC's, now is the time. From December 21st through January 4th, everything is 50% off. These are the largest discounts I've done and not likely to come around again anytime soon.

Unlocking the base game allows you to progress beyond level 4, plus allows you to purchase DLC's. The DLC's are cool because they add additional worlds that you can travel to, each with its own distinct environments and monsters.


  • Explore a frozen, inhospitable landscape in The Frozen Expanse where you'll encounter Frost Giants, Ice Lurkers, and the vicious Wendigo.

  • Or delve into dark, damp, mysterious caves in The Caverns of Grimlock where Driders, Mothmen, and Redcaps make their home.

  • Fight a myriad of demons and devils amongst lava flows and iridescent plants in The Abysmal Furnaces.

  • Perhaps you prefer a true dungeon crawl in an environment with rooms, passages, and doors? Then The Infernal Dungeons is for you.

  • Or run around amongst beaches and palm trees battling many aquatic creatures like Kuo-Toa, Bullwugs, and Sahuagin in the newest DLC The Swampy Isles.


All of these DLC's contain anywhere between 28 and 44 new monsters to battle. Additionally, they each add new weapons and armor, plus abilities and skills. There really is quite a bit of content included with each to add variety and challenge to the game. Don't delay ... the sale won't last forever.

Sale on The Caverns of Grimlock and The Abyssmal Furnaces

There is a sale going on for the next few days where you can pick up either The Caverns of Grimlock or The Abyssmal Furnaces for 33% off. Honestly, I put these two on sale because out of everyone that has purchased the base game, over 75% of those people have also bought The Infernal Dungeons and The Frozen Expanse. But the two on sale have a purchase rate of less than 50%. So if you've been thinking of getting either (or both), now is the time.

I am rather fond of both of them. I mean, I love all my DLC like they were my children. But the Caverns present a unique challenge in managing light, and it has some really cool monsters. Incidentally, many monsters that come with a DLC will show up in other worlds once you have it. So, for example, you'll see MOTHMEN, ATHACHS, and PUKWIDGIES (plus more) in other worlds after you pick up the Caverns.

The Furnaces are cool because there are all these devils and demons, and the fire world presents a challenge for those who lean towards fire attacks. It forces mages to branch out and explore ice and shock. But there are some really cool creatures in there as well. I particularly like SPRIGGANS, because they're small and unassuming. Until they suddenly grow to 3x their size and pack a wallop! But there's also CHAIN DEVILS, BEARDED DEVILS, IMPS, SHADOW DEMONS, plus many more.

An added bonus is that these DLC don't just add worlds and monsters, but add other things like new weapons and armor, plus abilities and skills. The Furnaces adds 30 abilities, like DIVINE PROTECTION, FEINT, TORNADO, DANCING SWORD, GREASE (a fun one), and RAY OF ENFEEBLEMENT. The Caverns adds 16, like BEAR CLAW, SPIRIT STRIKE, RICOCHET, and METEOR STORM. Like monsters, once you add the DLC everything that is added can be used in all worlds.

The Swampy Isles DLC Now Available!

Although lush and filled with palm-lined beaches and turquoise blue waters, this world can hardly be called a paradise. Gird yourself as you battle against exotic monsters such as Bullywugs, Crabmen, Shambling Mounds, Ogres, Hags, Kua-Toa, Sharks, Sahuagin, Ratfolk Bandits, plus a multitude of other nasty beasts.

All expansion packs (DLC) add an additional world that you can choose to travel to when you go through the Gate. These add more variety and challenge to the base game.

Includes:

  • A water-oriented world with islands, beaches, swamps, and varying depths of water
  • 35 new and fearsome monsters to fight, coming up from the depths
  • 15 new spells and abilities
  • Over 40 new facial features and hairstyles to add variety
  • 40+ new weapons and armors
  • Lots of new and exotic loot items to discover
  • New in-town events and jobs
  • An additional background song while exploring plus two new battle songs



View the Steam Store page for The Swampy Isles.

Update to Version 1.0 (build 72)

This update is to put in place some final things for the new DLC ... The Swampy Isles. I will be releasing that shortly.

The Swampy Isles is a very different environment than the other worlds that are currently available. The most obvious difference is that much of the world is water that you can walk or swim through. There is typically as much water as land in given a world. There are also shipwrecks, floating loot, sandy beaches, palm trees, ancient ruins, and lots of vegetation (that many monsters like to hide in).

Regarding the water, it comes in three depths: shallow, medium and deep. Shallow water is light blue and comes up to about your calves. This will take a little bit more stamina to traverse through and act in, but only marginally. For the most part, everyone can walk through shallow water very similar to dry land (some creatures, like sharks, can't leave the water and some prefer the water).

Deep water is dark blue and requires swimming to move through. Swimming consumes quite a bit of stamina and characters generally cannot fight or use abilities in deep water (there are a few exceptions, like the ability to use SHOVE). However, some monsters have no problems moving, fighting, or acting in deep water. So it can be a very vulnerable position for you to be in while swimming. But sometimes you're going to have to swim to another spot. In addition, many abilities cannot target anyone in deep water. Some can, but many can't (like most of the Alchemist's FLASK-type abilities because the glass won't break on the surface of water).

There's also medium-depth water, which is a transition between deep and shallow. That comes up to your waist and consumes more stamina to act in, but you can still pretty much act as you normally would --- fighting, using abilities, etc.. Unless you're a dwarf. Then you must swim in medium-depth water.

As far as the game itself, there were a handful of bug fixes and tweaks, including one fixing an issue with music not looping properly and getting stuck on certain songs. I also improved player/npc movement so that they will try to avoid "bad" squares (like lava) if they can and prefer roads over land, land over water, and shallower water over deeper. The full list can be seen in the release notes: https://www.infinitedungeoncrawler.com/release-notes/

I am really excited about the new world. I have personally been play-testing it quite a bit and I find the monsters to be challenging and fun to fight. I also think the new world just looks visually interesting as well. I like how my world-generation routines turned out and how sometimes you get big land masses and other times you get smaller islands.

One thing I do want to mention is that I had to do quite a few changes to how things were drawn on the screen to accommodate the water. There are a lot of overlays that are drawn over characters and scenery to simulate looking like things are standing in water or swimming in water. Not all of it is perfect. There are some wonky things that can happen, especially when a group is clustered close together in varying water depths. Sometimes there is a "flicker" as you move between depths. I will continue to work on these in the long-term. Right now they're just small distractions that don't interfere with gameplay but not 100% where I'd like them to be.

I do have plans to adjust how you interact with water in the other worlds, for example by making rivers wider but allowing you to swim through them (I may put in "rapids" that can't be crossed), and to make the narrower steams fordable. But for now, the other worlds stay as they've been where water isn't crossable unless there's a bridge, fallen tree, or rock path.

One last note: Steam is good about automatically updating game content, but if you ever see an update notice and your build # (down in the lower-left corner of most screens) doesn't match, check your settings for the game in Steam and make sure updates are turned on. One trick I've found to force it to update is to go to the game listing, then MANAGE, then GAME PROPERTIES. Under LOCAL FILES click on the button for VERIFY INTEGRITY OF GAME FILES... I've found that that will force the update to the latest.

Update to Version 1.0 (build 70)

I'm still working on polishing up the new island/swamp world, but wanted to get this update out to fix some bugs that a few users ran into. The biggest one is depending on how you were armed and whether you were carrying a torch, it could have crashed when combat started. So that was the big one to fix.

There was also this weird bug where some NPC's at the Tavern would have different colored necks. Not sure how that happened, but it got fixed. Another bug was when I tweaked the lighting model on the last update, it created a sort of "ring" around areas that were lit by torches or spells. I fixed that.

Some of the other enhancements include being able to use the DROP button on an equipped torch so it just takes one turn to drop a lit torch to the ground instead of two turns (one to unequip then one to drop it).

I lowered the facelift option at the Labratory to 15 mushrooms instead of 25 (some thought that price too exorbitant).

Previously, abilities that did a PUSHBACK (like SHOVE) wouldn't work on creatures that were DOWN. I changed that so now they will. Those abilities also now take relative size into account to give you a bonus or a penalty when using them (e.g., its harder to shove a giant and easier on a rat).

I changed how SHOCK affects someone in water. Before, it would double shock damage. Now, it can potentially shock someone (enemy or ally) next to the original target if they're also in water (but these secondary targets take half damage). However, it won't do this on melee-type abilities or if the weapon has the shock ability (so as not to shock yourself in the next square).

This is kind of an obscure one, but pointed out to me by a beta tester so I changed it. The beta tester told me he rarely spent money on upgrading hireling skills or abilities because a better one would always come along. So I changed it so that on the higher two DIFFICULTY settings potential hirelings will now be at least 1 (second highest difficulty) or 2 (highest difficulty) levels below the level of the main character, providing the main character is level 5 or above. This creates a disincentive to just replacing existing hirelings with newer higher-level ones that show up at the Tavern as your main character levels up. If you're playing the default DIFFICULTY, or a lower one, this won't affect you.

There are other bug fixes as detailed in the release notes: https://www.infinitedungeoncrawler.com/release-notes/

One last note: Steam is good about automatically updating game content, but if you ever see an update notice and your build # (down in the lower-left corner of most screens) doesn't match, check your settings for the game in Steam and make sure updates are turned on. One trick I've found to force it to update is to go to the game listing, then MANAGE, then GAME PROPERTIES. Under LOCAL FILES click on the button for VERIFY INTEGRITY OF GAME FILES... I've found that that will force the update to the latest.

My tentative release date for the new world is June 20th. I'm hoping to have everything wrapped up by then.