Compare Dungeon No Dungeon prices across 50+ stores and find the best deal. Developed by 302 Studio. Published by 302 GAMES INC. Released on 11/19/2021. Available on PC, Mac. Genres: Adventure, Casual, Indie, RPG, Strategy.

A locational-damage roguelite where targeting enemy limbs is the whole strategy, wrapped in hand-drawn dark-fantasy art, genuinely novel idea, execution somewhere between 'promising' and 'needs work'.

I went into Dungeon No Dungeon expecting another Darkest Dungeon clone with a coat of paint. What I got instead was a combat model I had not seen before, and that alone bought it more of my attention than its mixed reception would suggest it deserves. The central hook is locational targeting: every body part on every character and enemy carries its own armor rating, its own hit-chance modifier, and its own consequence if destroyed. Aim for a limb and land the hit, that limb's skills are gone for the rest of the fight. Let an adventurer's armor get stripped away entirely and the game even updates the character art to reflect the state. It is a high-risk, high-reward targeting system that rewards players willing to think in probability and resource management per turn rather than just stacking the biggest damage number. The team structure adds another layer. You field a party of three adventurers chosen from a cast of unconventional characters, species that are usually background NPCs in other games get promoted to playable slots here. Each character levels from 1 to 20, gaining new skills along the way, and armor types range across Plate, Spectral, and Spiritual varieties with damage types covering Pierce, Blunt, Magic, and Spirit. For a small indie title developed by a three-person team of university graduates on their first project, the number of interlocking variables is genuinely ambitious. Lovecraftian random encounters and maze-crawling add the roguelite layer on top: each expedition reshuffles the experience enough that repeat runs do not feel identical. Where the game struggles is in the gap between ambition and execution. The Steam community sits at a mixed consensus, with just over half of reviewers recommending it. The criticism echoes what you would expect from a first-time team: rough edges in pacing, tutorial gaps that leave new players unsure how the probability math actually works, and a general sense that the content depth needed more time in the oven. The Kickstarter origins and ongoing DLC characters like Blood Knight and Reaper suggest the developers kept building after launch, but the core package still feels like a prototype for something that could be great rather than the finished article itself. Who is it for? Strategy players who are bored of standard RPG combat and specifically want to experiment with a locational-damage puzzle will find the most value here. If you have ever wished Darkest Dungeon cared less about party positioning and more about surgical body-part targeting per turn, this game scratches that itch in a way nothing else currently does. Go in with calibrated expectations: this is an indie curiosity with a mechanic worth learning, not a polished genre titan. The hand-drawn art holds up, the concept is legitimate, and the low price tier means the risk of picking it up is small. Diego, Scout Team

Dungeon No Dungeon
AdventureCasualIndieRPGStrategy

Dungeon No Dungeon

Nov 19, 2021302 Studio302 GAMES INC
GamerScout Says

A locational-damage roguelite where targeting enemy limbs is the whole strategy, wrapped in hand-drawn dark-fantasy art, genuinely novel idea, execution somewhere between 'promising' and 'needs work'.

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About Dungeon No Dungeon

I went into Dungeon No Dungeon expecting another Darkest Dungeon clone with a coat of paint. What I got instead was a combat model I had not seen before, and that alone bought it more of my attention than its mixed reception would suggest it deserves. The central hook is locational targeting: every body part on every character and enemy carries its own armor rating, its own hit-chance modifier, and its own consequence if destroyed. Aim for a limb and land the hit, that limb's skills are gone for the rest of the fight. Let an adventurer's armor get stripped away entirely and the game even updates the character art to reflect the state. It is a high-risk, high-reward targeting system that rewards players willing to think in probability and resource management per turn rather than just stacking the biggest damage number. The team structure adds another layer. You field a party of three adventurers chosen from a cast of unconventional characters, species that are usually background NPCs in other games get promoted to playable slots here. Each character levels from 1 to 20, gaining new skills along the way, and armor types range across Plate, Spectral, and Spiritual varieties with damage types covering Pierce, Blunt, Magic, and Spirit. For a small indie title developed by a three-person team of university graduates on their first project, the number of interlocking variables is genuinely ambitious. Lovecraftian random encounters and maze-crawling add the roguelite layer on top: each expedition reshuffles the experience enough that repeat runs do not feel identical. Where the game struggles is in the gap between ambition and execution. The Steam community sits at a mixed consensus, with just over half of reviewers recommending it. The criticism echoes what you would expect from a first-time team: rough edges in pacing, tutorial gaps that leave new players unsure how the probability math actually works, and a general sense that the content depth needed more time in the oven. The Kickstarter origins and ongoing DLC characters like Blood Knight and Reaper suggest the developers kept building after launch, but the core package still feels like a prototype for something that could be great rather than the finished article itself. Who is it for? Strategy players who are bored of standard RPG combat and specifically want to experiment with a locational-damage puzzle will find the most value here. If you have ever wished Darkest Dungeon cared less about party positioning and more about surgical body-part targeting per turn, this game scratches that itch in a way nothing else currently does. Go in with calibrated expectations: this is an indie curiosity with a mechanic worth learning, not a polished genre titan. The hand-drawn art holds up, the concept is legitimate, and the low price tier means the risk of picking it up is small. Diego, Scout Team

Tags

singleplayerachievementstier:sub-5Locational DamageDark Fantasy RogueliteParty BuildingTurn-Based ProbabilityHand-Drawn ArtLovecraftian EncountersLimb TargetingFirst-Time Dev

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows XP
Memory
2 GB RAM
Storage
5 GB available space
Graphics
Open GL 3.2+ Compliant
Processor
2.0 Ghz
Additional Notes
1080p, 16:9 recommended

Recommended

OS
Windows 7+
Memory
4 GB RAM
Storage
5 GB available space
Graphics
Open GL 3.2+ Compliant
Additional Notes
1080p, 16:9 recommended

Community Discussion

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Game Info

Developer
302 Studio
Publisher
302 GAMES INC
Release Date
Nov 19, 2021

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Price History

2026-06-103.30(lowest)

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What platforms is Dungeon No Dungeon available on?

Dungeon No Dungeon is available on PC, Mac.

When was Dungeon No Dungeon released?

Dungeon No Dungeon was released on 19 November 2021.

Who developed Dungeon No Dungeon?

Dungeon No Dungeon was developed by 302 Studio and published by 302 GAMES INC.