Compare Cursed Dungeon Raider prices across 50+ stores and find the best deal. Developed by Clever AI. Published by Hoi 4 ED. Available on PC, Mac, Linux. Genres: Adventure, Indie.

A first-person archaeological horror that asks you to raid cursed sites, manage your stamina, and decide whether the black market pays better than your conscience. Worth watching closely, but approach with early-access patience.

I keep a small folder of games that nobody seems to be covering, and Cursed Dungeon Raider slid right into it. Clever AI has been quietly building this first-person exploration horror since a prototype surfaced years ago on itch.io, and the ambition packed into it is genuinely surprising for a solo-scale studio. The core loop is more layered than the title suggests. You prep your loadout before each run, choosing how many light sources to carry, stocking first-aid supplies, packing repellents and chalk or stakes for marking your path through the dungeon. That inventory discipline matters because the underground spaces are built to disorient. Each excavation site draws from a specific regional mythology, meaning the monsters you meet in one locale are distinct from what hunts you elsewhere. The AI reportedly tracks whether you are crouching or sprinting, and your endurance does not snap back instantly after a run, so the tension of outpacing something in the dark carries real weight. The artifact system is where the game earns genuine personality. The relics you recover are modeled from 3D scans of real historical objects, and the game surfaces contextual lore around each one. You then choose: donate to a museum for reputation that unlocks new sites, or sell on the black market for better gear. That moral wrinkle, quiet as it is, gives the loop a second axis beyond pure survival. The progression feels handcrafted rather than procedurally wallpapered, which is exactly the kind of authorial intentionality I look for in games this size. Early community feedback from alpha access flagged a couple of rough edges. The stamina drain across outdoor stretches between the entry point and the dungeon entrance was a friction point, with the gap feeling too wide relative to how quickly your endurance depletes. Lighting was also called out as undertuned in places, with the headlamp struggling to do its job in the darkest corridors, which forces awkward wall-hugging rather than considered exploration. These feel like solvable problems, not structural ones, but they are worth naming before you set expectations. Multiplayer and online co-op are in the feature set, and the player lobby was designed from early in development as a future hub for group play. Whether that side of the game has reached a polished state by release is an open question, but the co-op angle could make the dark-corridor tension considerably more social and replayable. This is a game for players who appreciate slow-burn atmospheric exploration over action-first dungeon crawling. If you have any fondness for the idea of archaeology as horror, regional mythology as genuine enemy design fuel, and a moral economy wrapped around looting, Cursed Dungeon Raider has the right instincts. Go in knowing it is carrying the weight of a long development road, keep your chalk ready, and give the headlamp a chance. Kai, Scout Team

Cursed Dungeon Raider
AdventureIndie

Cursed Dungeon Raider

TBAClever AIHoi 4 ED
GamerScout Says

A first-person archaeological horror that asks you to raid cursed sites, manage your stamina, and decide whether the black market pays better than your conscience. Worth watching closely, but approach with early-access patience.

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About Cursed Dungeon Raider

I keep a small folder of games that nobody seems to be covering, and Cursed Dungeon Raider slid right into it. Clever AI has been quietly building this first-person exploration horror since a prototype surfaced years ago on itch.io, and the ambition packed into it is genuinely surprising for a solo-scale studio. The core loop is more layered than the title suggests. You prep your loadout before each run, choosing how many light sources to carry, stocking first-aid supplies, packing repellents and chalk or stakes for marking your path through the dungeon. That inventory discipline matters because the underground spaces are built to disorient. Each excavation site draws from a specific regional mythology, meaning the monsters you meet in one locale are distinct from what hunts you elsewhere. The AI reportedly tracks whether you are crouching or sprinting, and your endurance does not snap back instantly after a run, so the tension of outpacing something in the dark carries real weight. The artifact system is where the game earns genuine personality. The relics you recover are modeled from 3D scans of real historical objects, and the game surfaces contextual lore around each one. You then choose: donate to a museum for reputation that unlocks new sites, or sell on the black market for better gear. That moral wrinkle, quiet as it is, gives the loop a second axis beyond pure survival. The progression feels handcrafted rather than procedurally wallpapered, which is exactly the kind of authorial intentionality I look for in games this size. Early community feedback from alpha access flagged a couple of rough edges. The stamina drain across outdoor stretches between the entry point and the dungeon entrance was a friction point, with the gap feeling too wide relative to how quickly your endurance depletes. Lighting was also called out as undertuned in places, with the headlamp struggling to do its job in the darkest corridors, which forces awkward wall-hugging rather than considered exploration. These feel like solvable problems, not structural ones, but they are worth naming before you set expectations. Multiplayer and online co-op are in the feature set, and the player lobby was designed from early in development as a future hub for group play. Whether that side of the game has reached a polished state by release is an open question, but the co-op angle could make the dark-corridor tension considerably more social and replayable. This is a game for players who appreciate slow-burn atmospheric exploration over action-first dungeon crawling. If you have any fondness for the idea of archaeology as horror, regional mythology as genuine enemy design fuel, and a moral economy wrapped around looting, Cursed Dungeon Raider has the right instincts. Go in knowing it is carrying the weight of a long development road, keep your chalk ready, and give the headlamp a chance. Kai, Scout Team

Tags

singleplayermultiplayercooponline-coopachievementscontroller-supportcloud-savestier:sub-5Archaeological HorrorRegional Mythology EnemiesMoral Progression SystemInventory PrepStamina ManagementAI-Driven MonstersArtifact CollectionCo-op Ready

System Requirements

Minimum

OS
Windows® 10 64bit or better
Memory
8 GB RAM
DirectX
Version 11
Storage
20 GB available space
Graphics
NVIDIA® GeForce® GTX 1060, AMD Radeon R9 480 or equivalent
Processor
Intel® Core™ i7-4770K or equivalent

Recommended

OS
Windows® 11 24H2
Memory
16 GB RAM
DirectX
Version 11
Storage
20 GB available space
Graphics
NVIDIA® GeForce® GTX 2070, AMD Radeon RX 6600XT or equivalent
Processor
Intel® Core™ i5-12400F or equivalent

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Game Info

Developer
Clever AI
Publisher
Hoi 4 ED
Release Date
TBA

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Cursed Dungeon Raider is available on PC, Mac, Linux.

Who developed Cursed Dungeon Raider?

Cursed Dungeon Raider was developed by Clever AI and published by Hoi 4 ED.