Compare a Family of Grave Diggers prices across 50+ stores and find the best deal. Developed by Ludvig Larsson. Published by Mindoki Games. Released on 1/8/2016. Available on PC. Genres: Action, Adventure, Casual, Indie, RPG, Strategy, Early Access.

A solo-dev roguelike frozen in Early Access since 2016 with an interesting map-generation idea underneath, but no reviews, no updates in nearly a decade, and zero community momentum to speak of.

I spend a lot of time in strategy and roguelike spaces, and the first thing my spreadsheet brain flags when I look at a Family of Grave Diggers is the date stamp: last developer update over nine years ago, still wearing the Early Access badge. That context has to frame everything else said here, because no mechanical hook survives indefinitely abandoned development. The core concept is a semi-turn-based roguelike built for a single player, where you fight through dungeons and dangerous locations including a Wizard's Tower, a forbidden forest, and tower-defence-style quests. The pacing is designed to let you act quickly or pause for as long as you need, which is genuinely sensible design for newcomers who fear the genre's punishing tempo. The headline mechanical idea is what developer Ludvig Larsson called "Schrodinger map generation," a system where the map grows organically outward as you explore rather than linking pre-built rooms through single corridors. On paper that means more branching paths, less corridor-to-corridor tedium, and a reason to push into unexplored territory. The village upgrade loop is the other pillar: between runs you unlock new shopkeepers, stock them with better items, and progressively make future attempts more viable. That is a clean, well-understood roguelike design with a low barrier to entry. For newcomers to the genre, the design philosophy here is actually thoughtful. The semi-turn-based structure means you are never punished simply for being slow at a keyboard, and the permanent upgrade loop softens the brutal reset problem that keeps casual players away from traditional roguelikes. The modding architecture is built on Lua scripts, meaning items, graphics, and adventures can all be swapped or created by players with basic scripting knowledge. That is a real long-term value proposition, in a vacuum. The problem is that vacuum does not exist. Community feedback from the Steam hub flagged navigation as genuinely painful even with view-range upgrades stacked, and the music received complaints about a persistent low-frequency audio artifact. Those are fixable issues that never got fixed. The developer expressed genuine commitment to responding to feedback, but real-world circumstances intervened and the full release that was planned for early 2016 never arrived. At roughly 80 percent content completion by the developer's own estimate at launch, you are buying an unfinished game that has had nearly a decade to become more finished and has not. There are no Steam reviews to triangulate community sentiment, no critic scores, and a follower count that tells its own story. For someone who specifically wants to poke at a moddable Lua-scripted roguelike with an unusual map system and does not need a polished end-game, there is a functional loop here. But the genre has not stood still since 2016. Compared to what the roguelike space looks like today, a Family of Grave Diggers is a time capsule with an interesting engine room and no one left tending the boiler. Diego, Scout Team

a Family of Grave Diggers
ActionAdventureCasualIndieRPGStrategyEarly Access

a Family of Grave Diggers

Jan 8, 2016Ludvig LarssonMindoki Games
GamerScout Says

A solo-dev roguelike frozen in Early Access since 2016 with an interesting map-generation idea underneath, but no reviews, no updates in nearly a decade, and zero community momentum to speak of.

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About a Family of Grave Diggers

I spend a lot of time in strategy and roguelike spaces, and the first thing my spreadsheet brain flags when I look at a Family of Grave Diggers is the date stamp: last developer update over nine years ago, still wearing the Early Access badge. That context has to frame everything else said here, because no mechanical hook survives indefinitely abandoned development. The core concept is a semi-turn-based roguelike built for a single player, where you fight through dungeons and dangerous locations including a Wizard's Tower, a forbidden forest, and tower-defence-style quests. The pacing is designed to let you act quickly or pause for as long as you need, which is genuinely sensible design for newcomers who fear the genre's punishing tempo. The headline mechanical idea is what developer Ludvig Larsson called "Schrodinger map generation," a system where the map grows organically outward as you explore rather than linking pre-built rooms through single corridors. On paper that means more branching paths, less corridor-to-corridor tedium, and a reason to push into unexplored territory. The village upgrade loop is the other pillar: between runs you unlock new shopkeepers, stock them with better items, and progressively make future attempts more viable. That is a clean, well-understood roguelike design with a low barrier to entry. For newcomers to the genre, the design philosophy here is actually thoughtful. The semi-turn-based structure means you are never punished simply for being slow at a keyboard, and the permanent upgrade loop softens the brutal reset problem that keeps casual players away from traditional roguelikes. The modding architecture is built on Lua scripts, meaning items, graphics, and adventures can all be swapped or created by players with basic scripting knowledge. That is a real long-term value proposition, in a vacuum. The problem is that vacuum does not exist. Community feedback from the Steam hub flagged navigation as genuinely painful even with view-range upgrades stacked, and the music received complaints about a persistent low-frequency audio artifact. Those are fixable issues that never got fixed. The developer expressed genuine commitment to responding to feedback, but real-world circumstances intervened and the full release that was planned for early 2016 never arrived. At roughly 80 percent content completion by the developer's own estimate at launch, you are buying an unfinished game that has had nearly a decade to become more finished and has not. There are no Steam reviews to triangulate community sentiment, no critic scores, and a follower count that tells its own story. For someone who specifically wants to poke at a moddable Lua-scripted roguelike with an unusual map system and does not need a polished end-game, there is a functional loop here. But the genre has not stood still since 2016. Compared to what the roguelike space looks like today, a Family of Grave Diggers is a time capsule with an interesting engine room and no one left tending the boiler. Diego, Scout Team

Tags

singleplayerachievementstier:sub-5Abandoned Early AccessSemi-Turn-BasedVillage Upgrade LoopOrganic Map GenerationLua ModdingDungeon CrawlerPermanent Upgrades

System Requirements

Minimum

OS
XP
Memory
256 MB RAM
Storage
128 MB available space
Graphics
Any
Processor
Any
Sound Card
Any (not obligatory)

Recommended

OS
Seven
Memory
512 MB RAM
Storage
128 MB available space
Graphics
Dedicated
Processor
Any
Sound Card
None but: The better, the better

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Game Info

Developer
Ludvig Larsson
Publisher
Mindoki Games
Release Date
Jan 8, 2016

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a Family of Grave Diggers is available on PC.

When was a Family of Grave Diggers released?

a Family of Grave Diggers was released on 8 January 2016.

Who developed a Family of Grave Diggers?

a Family of Grave Diggers was developed by Ludvig Larsson and published by Mindoki Games.