Compara los precios de Unexplored en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Ludomotion. Publicado por Ludomotion. Lanzado el 22/2/2017. Disponible en PC. Géneros: Action, Adventure, Indie, RPG.

Roguelite dungeons that actually feel designed by a human - cyclic generation and real-time dual-wield combat make every solo run feel earned, not just survived.

I've started more runs in Unexplored than I care to admit, and the thing that keeps pulling me back is the one trick that almost no other dungeon crawler has pulled off cleanly: its floors feel authored. Most roguelikes stitch rooms together like a tree growing outward, dead ends and all. Unexplored throws that out. Its cyclic dungeon generation builds every floor around circular loops, where two separate paths connect your entrance to your goal, each loaded with different obstacles, lock-and-key puzzles, and shortcuts that loop back on themselves. The result is a dungeon that reads like a level a clever designer sat down and sketched, even though the algorithm regenerated it ten minutes ago. That handcrafted quality is the single biggest reason the Steam community has kept it at Very Positive for nearly a decade. Combat is real-time and carries more nuance than the top-down view implies. Dual-wielding lets you mix weapon types across both hands, and the decision of what to carry when slots are precious has genuine weight. Spells are consumable, which some players will find punishing and others will read as a smart scarcity mechanic - I lean toward the latter, because it forces you to decide whether that scroll of area damage is worth burning now or saving for the boss floor. The grappling hook adds a traversal wrinkle that pays off in multi-floor puzzles where verticality actually matters. Gold carries over between runs, which softens the permadeath sting without eliminating tension entirely. There is a stealth option too, though reviewers and players have noted it feels underbaked compared to the combat side - sneak attacks do land harder, but the enemy awareness system is inconsistent enough that you cannot build a pure stealth run with any confidence. Where Unexplored stumbles is where most solo-run roguelites stumble: the mid-game floors blur together if you hit a dry loot streak. There is no branching class system in the traditional RPG sense, so character identity comes almost entirely from what you find rather than what you choose at a level-up screen. If you are the kind of player who wants to min-max a Fire Mage build from floor one, this is not that game. The narrative framing is minimal - you are after the Amulet of Yendor (yes, that Amulet, a deliberate Nethack nod), and the story exists mostly as texture rather than driving force. Fans of dialogue trees and branching questlines should lower expectations accordingly. For the audience this targets - players who want a dungeon crawler that respects their intelligence without demanding a spreadsheet - Unexplored holds up remarkably well years after release. The cyclic generation system has since been written about extensively by game designers and academics, which tells you something about how genuinely novel it was. The feed-forward design philosophy means each failed run hands you information you can actually use next time, rather than just punishing you for existing. It is compact, it is mechanically honest, and it earns its replayability without padding the runtime with filler floors. Monika, Scout Team

Unexplored

Unexplored

22 feb 2017Ludomotion
GamerScout opina

Roguelite dungeons that actually feel designed by a human - cyclic generation and real-time dual-wield combat make every solo run feel earned, not just survived.

PC
ProtonDB Gold
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.79

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I've started more runs in Unexplored than I care to admit, and the thing that keeps pulling me back is the one trick that almost no other dungeon crawler has pulled off cleanly: its floors feel authored. Most roguelikes stitch rooms together like a tree growing outward, dead ends and all. Unexplored throws that out. Its cyclic dungeon generation builds every floor around circular loops, where two separate paths connect your entrance to your goal, each loaded with different obstacles, lock-and-key puzzles, and shortcuts that loop back on themselves. The result is a dungeon that reads like a level a clever designer sat down and sketched, even though the algorithm regenerated it ten minutes ago. That handcrafted quality is the single biggest reason the Steam community has kept it at Very Positive for nearly a decade. Combat is real-time and carries more nuance than the top-down view implies. Dual-wielding lets you mix weapon types across both hands, and the decision of what to carry when slots are precious has genuine weight. Spells are consumable, which some players will find punishing and others will read as a smart scarcity mechanic - I lean toward the latter, because it forces you to decide whether that scroll of area damage is worth burning now or saving for the boss floor. The grappling hook adds a traversal wrinkle that pays off in multi-floor puzzles where verticality actually matters. Gold carries over between runs, which softens the permadeath sting without eliminating tension entirely. There is a stealth option too, though reviewers and players have noted it feels underbaked compared to the combat side - sneak attacks do land harder, but the enemy awareness system is inconsistent enough that you cannot build a pure stealth run with any confidence. Where Unexplored stumbles is where most solo-run roguelites stumble: the mid-game floors blur together if you hit a dry loot streak. There is no branching class system in the traditional RPG sense, so character identity comes almost entirely from what you find rather than what you choose at a level-up screen. If you are the kind of player who wants to min-max a Fire Mage build from floor one, this is not that game. The narrative framing is minimal - you are after the Amulet of Yendor (yes, that Amulet, a deliberate Nethack nod), and the story exists mostly as texture rather than driving force. Fans of dialogue trees and branching questlines should lower expectations accordingly. For the audience this targets - players who want a dungeon crawler that respects their intelligence without demanding a spreadsheet - Unexplored holds up remarkably well years after release. The cyclic generation system has since been written about extensively by game designers and academics, which tells you something about how genuinely novel it was. The feed-forward design philosophy means each failed run hands you information you can actually use next time, rather than just punishing you for existing. It is compact, it is mechanically honest, and it earns its replayability without padding the runtime with filler floors.

Monika
Monika · Scout Team

RPGs

Etiquetas

steamDual-Wield CombatMulti-Floor PuzzlesConsumable SpellsFeed-Forward DesignStealth OptionGold Carry-OverGrappling Hook TraversalSolo Run OnlyCyclic GenerationPermadeathReal-Time CombatAmulet of Yendor

Requisitos del sistema

Mínimos

Processor
1.6 GHz
Memory
2 GB RAM
Graphics
3D Graphics Card
Storage
500 MB available space

Recomendados

OS
Windows 10
Processor
2.6 GHz
Memory
4 GB RAM
Graphics
3D Graphics Card
Storage
500 MB available space

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Steam
85%(717)

Información del juego

Desarrolladora
Ludomotion
Distribuidora
Ludomotion
Fecha de lanzamiento
22 feb 2017

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¿En qué plataformas está disponible Unexplored?

Unexplored está disponible en PC.

¿Cuándo se lanzó Unexplored?

Unexplored se lanzó el 22 de febrero de 2017.

¿Quién desarrolló Unexplored?

Unexplored fue desarrollado por Ludomotion.