
3DRPG
A solo-dev voxel RPG built on a handshake premise: procedurally generated world, recruitable party, turn-based dungeon crawling. Charming ambition, rough edges, honest price.
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About 3DRPG
I have a soft spot for the kind of game that announces itself with a name like 3DRPG, no subtitle, no tagline, just pure genre declaration. It is the work of Wildemar Doomgriever, a one-person studio, and it wears that solo-dev origin completely openly. Released in January 2016, this is a voxel-aesthetic, turn-based RPG wrapped around a thin but committed premise: you are a lost soul cut loose from the army of the undead, bartering your freedom from Burzur, Lord of the Underworld, by tracking down your own killer. It is not deep lore, but it gives you a reason to move, and movement is really what the game is about. The world generates fresh each session, scattering dungeons, towns, and NPCs across a voxel overworld that owes a clear aesthetic debt to 3D Dot Game Heroes, the PS3 cult favorite that inspired the developer by his own account. What separates 3DRPG from a pure randomness toy is the party system: every NPC you meet in those procedurally placed towns is recruitable, so your squad composition shifts depending on who you encounter first. Hunting prey and fishing for food handle your survival meter in a way that keeps idle wandering purposeful. Dungeon crawling feeds treasure and gear upgrades into a modest but present progression loop. Here is where honesty matters more than cheerleading. The turn-based combat is functional rather than satisfying. The fight menu controls are awkward, cycling between attack, flee, and items via bumpers while target selection rides separate directional inputs. You adapt, but it never feels designed so much as assembled. Combat encounters also lean repetitive over a longer session, and players hoping for the strategic depth of a traditional JRPG will find the system shallow. The voxel presentation is the game's most confident quality, clean and readable without pretending to be something technically ambitious. The soundtrack is modest but fits the underworld aesthetic without overstaying its welcome. Steam reception has settled around a mixed rating in the low-to-mid sixties percentage-wise, which feels fair. Players who go in calibrated to a micro-budget indie side project, something closer to a hobbyist RPG Maker experiment rendered in 3D than a polished commercial release, tend to find genuine charm in the procedural variety and the recruitable-party hook. Players expecting systems depth or production polish leave disappointed. The game has seen occasional patch support over the years, with a 2018 engine update fixing a soft-lock bug and adding NPC name variety, which says something about the developer caring enough to maintain it years post-launch. If you are the kind of person who finds delight in a procedurally generated voxel world that reshuffles its towns and dungeons every run, and you are not demanding that the combat meet the bar of something like Octopath Traveler or even a mid-tier roguelite, 3DRPG offers a genuinely handcrafted-feeling oddity at a price point that demands almost nothing from your wallet. It knows what it is. I appreciate that kind of self-awareness in a small game. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- 7
- Memory
- 8 GB RAM
- DirectX
- Version 9.0
- Storage
- 500 MB available space
- Graphics
- Radeon R6
- Processor
- AMD A10-7300
Recommended
- OS
- 7
- Memory
- 8 GB RAM
- DirectX
- Version 9.0
- Storage
- 500 MB available space
- Graphics
- GeForce GTX 275
- Processor
- Intel Core i7
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Game Info
- Developer
- Doomster Entertainment
- Publisher
- Doomster Entertainment
- Release Date
- Jan 12, 2016

