Hyper Dungeon Crawler

Hyper Dungeon Crawler
Our rating is calculated based on the reviews and popularity of the game.
Release date
31 July 2021

Hyper Dungeon Crawler is a turn-based roguelike RPG with crafting. Collect materials and craft your unique tools, weapons, magic spells and other supplements and fight your way through a series of procedurally generated scenes.

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Hyper Dungeon Crawler system requirements


  • OS: Windows 7 or later (32/64bit)
  • Processor: 1.5GHz
  • Memory: 512 MB RAM
  • Graphics: Intel HD
  • Storage: 100 MB available space


Recommended requirements are not yet specified.
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You need to get and play this game. It has far more depth and value than the price.

I found this game by absolute accident.

I was looking for a BASIC dialect for a game jam.

I found BASIC8, also by the author. It was on extreme sale, so it was an impulse buy.

And then I looked at other things by the author, because all of his stuff was on sale and cheap.

I instantly recognized the tile set. I use the same one for game jam games.

I think that this will become my off-day streaming game.

I also considered the Bitty engine (used to make this very game), but as I want to write stuff in BASIC, and I have other engines that already use Lua, I'm good for now.


I’m digging this game so far, especially for the price. It’s basically exactly as described in “about this game”. There doesn’t seem to be any kind of character leveling or skill tree which isn’t necessarily a dealbreaker but either / both of those would make the game more compelling.


Fun little game. Fairly challenging. My only gripe is that some stuff isn't explained. I see things that I feel like I should be able to interact with but I can't.


I'm a huge rogue/rogue like fan, so fits into my collection really well.

Fun little game based on a brief play session. Need to spend more time to figure more things out.


This is the groundwork for a really nice little game, and I did quite enjoy it for what it was, which is why I give this a positive review, but it is rather rough around the edges. Some things that would need to be ironed out before I can really recommend it:

- The inventory limitations are quite frustrating without adding much depth to the game itself, and with a full inventory you can't even dig through walls properly which makes this extra infuriating. The many different foodstuffs especially seem to be just designed to clog up your inventory.
- Permanent stat upgrade potions are super overpowered. The best strategy is to hoard all slime and all treefruit and use them for nothing else but permanent stat potions, and soon you can just punch bosses to death with your bare hands without even getting worried about your own health. The bonuses that weapons give you just pale in comparison.
- Spells are extremely underpowered and only good for selling (but you can't really use gold to buy that much good stuff anyway).
- Since you need all those apples and acorns for the overpowered stat increases, the best strategy is to completely empty the early maps of all tree produce you can find, and it's incredibly boring. Maybe the resources should clump up a little more. As it stands, this game is mostly about balancing one's boredom versus one's completionism, which is a shame, since the actual combat is quite enjoyable.
- The gameplay between different runs doesn't change much at all. There's not much RNG relevant enough to change playstyle, so the same strategy works the same in every run.
- Why do the downstairs dungeons even have locked doors if you can just dig through the walls to save your keys?


Some neat ideas but the gameplay loop is awful. Mindlessly knock down trees to farm the same items over and over again to slowly stat grind. Combat is mindless, maps are boring, graphics are ugly, Just play Alchemic Dungeon or something


simplistic and boring. Run around and do barely anything for what? I couldnt find a reason to play. There wasnt a leveling system either.