Compare Devious Dungeon prices across 50+ stores and find the best deal. Developed by Woblyware. Published by Ratalaika Games S.L.. Released on 8/16/2019. Available on PC, Xbox. Genres: Action, Adventure, Casual, Indie, RPG.

Run, slash, level up, repeat: a tight medieval roguelite loop that wraps up in an honest 4-5 hours without overstaying its welcome.

I have a soft spot for small games that know their lane, and Devious Dungeon knows its lane extremely well. Woblyware built a lean, procedurally generated action-platformer around a single satisfying rhythm: drop into a randomly shuffled dungeon floor, hunt down the key that unlocks the exit portal, collect gold from smashed pots and defeated enemies along the way, and cash it in at Olaf the shopkeeper to inch your knight toward something resembling a proper warrior. There is no pretension here, no false promise of a deep narrative. The King barks orders, the portal guard wishes you luck, and that is roughly the sum of the storytelling. For the right player, that restraint is a feature. The mechanical backbone is simple by design. You move left and right, jump, and attack, with your stats distributed across attack damage, stamina, and dexterity each time you level up. Olaf's upgrade chain forces you to buy weapons and armor in sequence rather than cherry-pick, which keeps the sense of incremental progression steady even if it limits tactical expression. Enemy variety is genuine enough: executioners swing wide axes that demand you back off and re-approach, eyeball creatures lob projectiles that punish standing still, and elite enemies with beefed-up health pools force a bit more patience than the rank-and-file. The discovery that you can retreat while still swinging does blunt the tension somewhat once you clock it, but the game compensates by stacking enemy combinations that keep your spatial awareness occupied. Visually, Devious Dungeon earns its retro credentials without being lazy about them. Your character's silhouette visibly changes as you swap out armor pieces and weapons, which gives the upgrade loop a tactile satisfaction that pure stat screens rarely manage. The five world themes, ranging from icy caverns to lava-lit chambers and crumbling ruins, cycle through procedurally enough that no two floors feel identical even if the furniture starts to feel familiar after an hour. The soundtrack is a genuinely mixed story: the background music is catchy in the way that indie chiptune often is, looping insistently enough that some players have reported muting it by the midpoint. The sound effects land harder, with the crunch of a final hit and the clink of collected coin delivering small dopamine nudges that smooth over the repetition. Where Devious Dungeon earns honest criticism is in its depth ceiling. This is a mobile-origin game that made a clean jump to PC, and the seams show in the AI, which mostly patrols flat platforms and ignores you the moment you move a screen away. The story never develops past its opening premise, and once you understand the key-hunt loop, the experience has said most of what it has to say. The full run clocks in at four to five hours, and the achievement list lines up neatly with that playtime, which makes it a known quantity for completionists. Replay value exists only if you find the process itself meditative rather than hollow, and some players genuinely do. On Steam, it sits at a very positive user rating, which suggests the audience who found it has largely found the right game for the moment. This is not a title that redefines the genre or demands the kind of close reading I usually give to a handcrafted narrative. But there is something quietly satisfying about a game that sets a modest scope and fills it without padding. Devious Dungeon is the gaming equivalent of a short story: complete, unpretentious, and better for not trying to be a novel. Kai, Scout Team

Devious Dungeon
ActionAdventureCasualIndieRPG

Devious Dungeon

Aug 16, 2019WoblywareRatalaika Games S.L.
GamerScout Says

Run, slash, level up, repeat: a tight medieval roguelite loop that wraps up in an honest 4-5 hours without overstaying its welcome.

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Screenshots & Media

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About Devious Dungeon

I have a soft spot for small games that know their lane, and Devious Dungeon knows its lane extremely well. Woblyware built a lean, procedurally generated action-platformer around a single satisfying rhythm: drop into a randomly shuffled dungeon floor, hunt down the key that unlocks the exit portal, collect gold from smashed pots and defeated enemies along the way, and cash it in at Olaf the shopkeeper to inch your knight toward something resembling a proper warrior. There is no pretension here, no false promise of a deep narrative. The King barks orders, the portal guard wishes you luck, and that is roughly the sum of the storytelling. For the right player, that restraint is a feature. The mechanical backbone is simple by design. You move left and right, jump, and attack, with your stats distributed across attack damage, stamina, and dexterity each time you level up. Olaf's upgrade chain forces you to buy weapons and armor in sequence rather than cherry-pick, which keeps the sense of incremental progression steady even if it limits tactical expression. Enemy variety is genuine enough: executioners swing wide axes that demand you back off and re-approach, eyeball creatures lob projectiles that punish standing still, and elite enemies with beefed-up health pools force a bit more patience than the rank-and-file. The discovery that you can retreat while still swinging does blunt the tension somewhat once you clock it, but the game compensates by stacking enemy combinations that keep your spatial awareness occupied. Visually, Devious Dungeon earns its retro credentials without being lazy about them. Your character's silhouette visibly changes as you swap out armor pieces and weapons, which gives the upgrade loop a tactile satisfaction that pure stat screens rarely manage. The five world themes, ranging from icy caverns to lava-lit chambers and crumbling ruins, cycle through procedurally enough that no two floors feel identical even if the furniture starts to feel familiar after an hour. The soundtrack is a genuinely mixed story: the background music is catchy in the way that indie chiptune often is, looping insistently enough that some players have reported muting it by the midpoint. The sound effects land harder, with the crunch of a final hit and the clink of collected coin delivering small dopamine nudges that smooth over the repetition. Where Devious Dungeon earns honest criticism is in its depth ceiling. This is a mobile-origin game that made a clean jump to PC, and the seams show in the AI, which mostly patrols flat platforms and ignores you the moment you move a screen away. The story never develops past its opening premise, and once you understand the key-hunt loop, the experience has said most of what it has to say. The full run clocks in at four to five hours, and the achievement list lines up neatly with that playtime, which makes it a known quantity for completionists. Replay value exists only if you find the process itself meditative rather than hollow, and some players genuinely do. On Steam, it sits at a very positive user rating, which suggests the audience who found it has largely found the right game for the moment. This is not a title that redefines the genre or demands the kind of close reading I usually give to a handcrafted narrative. But there is something quietly satisfying about a game that sets a modest scope and fills it without padding. Devious Dungeon is the gaming equivalent of a short story: complete, unpretentious, and better for not trying to be a novel. Kai, Scout Team

Tags

singleplayerachievementstier:indieRogueliteProcedural LevelsBudget IndieStat AllocationAchievement HunterMedieval SettingOlaf ShopkeeperKey-Hunt Loop

System Requirements

Minimum

OS
Windows 7
Memory
1024 MB RAM
Graphics
Anything
Processor
core2duo
Sound Card
Anything
Additional Notes
Gamepad recommended

Reviews & Ratings

No ratings available

Game Info

Developer
Woblyware
Publisher
Ratalaika Games S.L.
Release Date
Aug 16, 2019

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