Rogue Dungeon cover
Rogue Dungeon screenshot
Genre: Strategy, Indie

Rogue Dungeon

promoted v1.06.03 to 'beta_live'

1.06.03:
-minor typos in story text.
-fixed bug when cancelling 'Flintlock Pistol' item use.
-fixed bug with animating Skeletons from 'Animate Dead' room with 'Skeleton Key' in discard.
-allow click-to-finish on 'Order of Crusaders' animation cut-scene
-fixed bug using 'Hand of God' after taking damage from 'Lightning' monster special.
-added card art for 'Lightning Elemental'.
-changed Sazithel Phoenix's special ability 'Sleep' to 'Spectral Gaze'.
-fixed bug with 'Potion of Vitality' and 'Potion of Luck'

Campaign mode released in beta_live

We are beta-testing the game's campaign mode. Please feel free to try this out with some caveats.

(1) There are probably bugs! If so please tell us a brief description in the discussions under the "Campaign Mode" or "Bugs".

(2) Right now, there is no tutorial for the campaign. Please post questions if you want to know how to do something.

Here's a summary of how the campaign works.
You are a Guildmaster and have 'Campaign' Gold to recruit heroes, add more items to the Shop or increase 'Hero' Gold. You do this at the 'Castle Treasury'.
You can obtain more 'Campaign' Gold by completing quests.
Once your Guild has recruited at least one hero, you can add or remove heroes to your party at the Tavern.




Once you have heroes in your party, you can purchase items in the Shop using 'Hero' Gold.
This is gold that each hero in your party can spend before a quest and is reset after each quest.


You can click on other unlocked locations on the Map and embark on a quest.

promoting v1.05.19 to 'Default'

Making v1.05.19 default

Campaign Update 3

The campaign is still on it's way.
To shake things up we have added a Tomb environment with new rooms, and new items. The tomb will require players to mix up their strategies.




The wait has been long, but we have added many new features, and are headed into the testing phase.

Campaign Update 2

We are still working our way to the full release. There are a few months to go, but we have a list, and the finish line is in sight. This is just another preview of things to come.

New cursed items.

New maps and environments- The first of which will be the sewers.

Each environment will have many new rooms.

Campaign update 1

The board game adaption has reached a point of high polish and stability. The focus has shifted to the campaign, which is progressing rapidly now. We are stretching the limits of what our board-game can do with custom dungeons that will have you rethinking your strategies. You will face escalating and unique challenges as you progress through the story.


We are creating fresh, new, and free content. New bosses, new monsters, new items, and new maps.


As progress continues we will drop more teasers in the coming weeks and months.


Promoting v1.05.17 to Default version

v1.05.17
-improved background loading speeds
-bug fix with die roll histograms not being reset on new game
-fixed bug with monster disappearing behind boss in combat.
-added 'hide/minimize' feature on rooms in order to view dungeon map while resolving rooms.

Promoting v1.05.16 to Default version

v1.05.15
-Bug fix for game getting stuck on 'Bribe Monster' with several monsters present.
-Right clicking monsters gives stats overview (includes description of special attacks and weaknesses)
-Right click previously explored yellow map icons to show persistent room info
-Game Menu and Settings are exclusive and clicking outside menus won't affect game.
-Right-clicking room to fight disabled for 'Golem With Ruby Eyes' and 'Troll Bridge'
-indicators on heroes when using Double-Shot and Zen Focus skills.
-removed sparkles on loot for Magic Mouth
-Weapons visible in Discard before weapon selection in Purple rooms.
-Added direct connections between rooms for maps without going thru 'Entrance'
-Automatically gain XP for 'Spiders Web' if when you don't have 'Armor', 'Potions' or 'Treasure'
-Monk's Gauntlet does not block damage.

v1.05.16
minor bug fixes
-able level abilities during 'Alchemist' D10 roll
-fix for loot getting messed up when leaving 'Skeleton Trader' too early

minor enhancements
-disabled room click for 'Bats' and 'Lake of Fire'
-Purple (Weapons rooms) dynamically check Discard for new weapons
-added Dwarf's hammer to description of 'Gold Deposits'
-added weakness icons to Golem and Harpy
-better alignment of monster card and it's description
-only left-click on monster triggers new attack

Updated Beta_Live to v1.05.17

v1.05.17
-improved background loading speeds
-bug fix with die roll histograms not being reset on new game
-fixed bug with monster disappearing behind boss in combat.
-added 'hide/minimize' feature on rooms in order to view dungeon map while resolving rooms.

updated Beta_Live to v1.05.16

v1.05.16
minor bug fixes
-able level abilities during 'Alchemist' D10 roll
-fix for loot getting messed up when leaving 'Skeleton Trader' too early

minor enhancements
-disabled room click for 'Bats' and 'Lake of Fire'
-Purple (Weapons rooms) dynamically check Discard for new weapons
-added Dwarf's hammer to description of 'Gold Deposits'
-added weakness icons to Golem and Harpy
-better alignment of monster card and it's description
-only left-click on monster triggers new attack