Compare Dungeon and Gravestone prices across 50+ stores and find the best deal. Developed by Wonderland Kazakiri inc.. Published by Wonderland Kazakiri inc.. Released on 4/22/2021. Available on PC, Mac, Xbox. Genres: Action, Indie, RPG.

A quietly vicious one-person dungeon crawler with a toy-box voxel look that hides a surprisingly dense skill grid and a death loop you'll keep coming back to anyway.

I went in expecting a throwaway mobile port and came out three hours later still muttering about a key I couldn't find on floor seven. Dungeon and Gravestone is a solo-developed action roguelite rooted in the Japanese Mystery Dungeon tradition, and the handcraft of a single developer is all over it, from the way the procedurally generated floors always make sure the tools you need to solve a puzzle are actually lying somewhere on that floor, to the quietly clever voxel art that gives everything a warm, Lego-adjacent quality. It isn't glamorous, but it has that low-hum pull that good dungeon crawlers carry. The core loop places you in a randomly generated hub town where you buy gear, accept quests from a mission board, and then drop into the Cave of the Dead. You start with nothing, sometimes literally barehanded, and the first run or two will end embarrassingly fast. Combat is real time rather than turn-based, which separates it from the slower Mystery Dungeon formula and gives encounters a jittery, reactive feel. Enemies move almost rhythmically until they spot you, then everything speeds up. Your toolkit grows as you descend: swords, shields, magic, bows, bombs, even a Zelda-style explosive that can blow through walls when a locked door is blocking your path. Floors are small and self-contained rather than sprawling labyrinths, each with a lightweight puzzle layer, switch-flipping, portal-routing, or key-hunting sitting on top of the combat. The progression system earns genuine affection once it clicks. Your character level resets to one with every dungeon entry, but every level-up during a run earns a persistent point you spend on a randomly laid-out skill grid. You pick a starting node and can only expand outward from there, which means two players will develop very differently even working with the same grid. Every five floors you face a choice: port back to town and bank your loot, or push deeper for better rewards at the risk of losing everything in your bag on death. That tension is the heartbeat of the game. There are also at least four different endings and over 150 floors of depth for players willing to grind toward them, plus a small asynchronous social touch where your gravestone, inscribed with whatever message you choose, can appear in other players' runs. The rough edges are real. There is no tutorial to speak of, and some mechanics, the stat icons, the upgrade systems, the hunger-like stamina drain the dungeon applies over time, are never explained. Movement on PC can feel imprecise, a legacy of the game's mobile origins. The early floors are thin and repetitive, and the music loops short enough to become noticeable. Players without patience for a slow unlocking curve will bounce. The Steam review pool is also tiny, which makes the mixed rating somewhat fragile as evidence. For the right person, though, this is exactly the kind of small game that rewards staying with it past the awkward front door. The handmade feel of its systems, the persistent skill grid that makes each build feel personal, and the quiet tension of deciding whether to push one floor further are all signs of a developer who thought carefully about what they were building. Kai, Scout Team

Dungeon and Gravestone
ActionIndieRPG

Dungeon and Gravestone

Apr 22, 2021Wonderland Kazakiri inc.
GamerScout Says

A quietly vicious one-person dungeon crawler with a toy-box voxel look that hides a surprisingly dense skill grid and a death loop you'll keep coming back to anyway.

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About Dungeon and Gravestone

I went in expecting a throwaway mobile port and came out three hours later still muttering about a key I couldn't find on floor seven. Dungeon and Gravestone is a solo-developed action roguelite rooted in the Japanese Mystery Dungeon tradition, and the handcraft of a single developer is all over it, from the way the procedurally generated floors always make sure the tools you need to solve a puzzle are actually lying somewhere on that floor, to the quietly clever voxel art that gives everything a warm, Lego-adjacent quality. It isn't glamorous, but it has that low-hum pull that good dungeon crawlers carry. The core loop places you in a randomly generated hub town where you buy gear, accept quests from a mission board, and then drop into the Cave of the Dead. You start with nothing, sometimes literally barehanded, and the first run or two will end embarrassingly fast. Combat is real time rather than turn-based, which separates it from the slower Mystery Dungeon formula and gives encounters a jittery, reactive feel. Enemies move almost rhythmically until they spot you, then everything speeds up. Your toolkit grows as you descend: swords, shields, magic, bows, bombs, even a Zelda-style explosive that can blow through walls when a locked door is blocking your path. Floors are small and self-contained rather than sprawling labyrinths, each with a lightweight puzzle layer, switch-flipping, portal-routing, or key-hunting sitting on top of the combat. The progression system earns genuine affection once it clicks. Your character level resets to one with every dungeon entry, but every level-up during a run earns a persistent point you spend on a randomly laid-out skill grid. You pick a starting node and can only expand outward from there, which means two players will develop very differently even working with the same grid. Every five floors you face a choice: port back to town and bank your loot, or push deeper for better rewards at the risk of losing everything in your bag on death. That tension is the heartbeat of the game. There are also at least four different endings and over 150 floors of depth for players willing to grind toward them, plus a small asynchronous social touch where your gravestone, inscribed with whatever message you choose, can appear in other players' runs. The rough edges are real. There is no tutorial to speak of, and some mechanics, the stat icons, the upgrade systems, the hunger-like stamina drain the dungeon applies over time, are never explained. Movement on PC can feel imprecise, a legacy of the game's mobile origins. The early floors are thin and repetitive, and the music loops short enough to become noticeable. Players without patience for a slow unlocking curve will bounce. The Steam review pool is also tiny, which makes the mixed rating somewhat fragile as evidence. For the right person, though, this is exactly the kind of small game that rewards staying with it past the awkward front door. The handmade feel of its systems, the persistent skill grid that makes each build feel personal, and the quiet tension of deciding whether to push one floor further are all signs of a developer who thought carefully about what they were building. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaMystery-Dungeon-StyleReal-Time CombatPersistent Skill GridAsynchronous SocialBite-Size FloorsRisk-Reward ExtractionSolo DeveloperPuzzle-Dungeon Hybrid

System Requirements

Minimum

OS
Windows 7 or later x64
Memory
8 MB RAM
DirectX
Version 11
Storage
200 MB available space
Graphics
GeForce GTX 500 series or similar
Processor
2.6 GHz Dual Core or similar

Reviews & Ratings

No ratings available

Game Info

Developer
Wonderland Kazakiri inc.
Publisher
Wonderland Kazakiri inc.
Release Date
Apr 22, 2021

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