Compare Dungeon of gain prices across 50+ stores and find the best deal. Developed by Defroids team. Published by Volens Nolens Games. Released on 6/23/2016. Available on PC, Linux. Genres: Indie, RPG.

Roguelite dungeon crawling with class-weapon selection and procedural layouts, held back by mostly negative Steam reviews and a development story that ran out of road. Go in clear-eyed or not at all.

I respect the underdog impulse, and I wanted to find something worth defending here. Dungeon of Gain is a small roguelite crawler from Defroids team in which you pick a class weapon, drop into procedurally generated dungeon floors, fight monsters lurking in the dark, and chase down an ancient artifact on behalf of a city that has basically fallen apart. The premise has atmosphere. A ruined mercantile city, a lost stamp, an undercroft stuffed with whatever killed everyone who went looking before you. That setup, told through genuinely rough but oddly evocative prose, has a faint folkloric pull. I noticed it. The playable classes lean on weapon identity: warrior, ranger, mage, shaman are all visible in the trading card artwork, which gives you a rough map of the intended roster. The loop is the familiar one: clear rooms, loot, level through floors, find the necromancer. Procedural generation means layouts shift between runs, which is the structural promise of the genre. What the community has surfaced, though, is that the balance is brutal in the wrong way. One player described opening a door at full health with solid equipment and being killed in a single hit. That is not satisfying roguelite difficulty. That is a tuning problem. When instant-death moments feel arbitrary rather than readable, the permadeath stakes stop being tense and start being exhausting. The development timeline adds necessary context. The team ran a very early release, publicly acknowledged they could not fund continued work, and pushed through to a 2016 launch on a skeleton budget. The localization shows the strain: the English text has the texture of a translation assembled under pressure, which some players find charming and others find alienating. There were promises of items and furniture updates in the early news posts. Whether those patches landed in any meaningful way is difficult to confirm from what is publicly visible. On Steam, roughly thirty percent of reviewers gave it a positive mark. That is a signal. It is not zero, and the people who did respond warmly seem to have found the raw, low-resolution atmosphere worth something. But the honest read is that this is an unfinished-feeling product with mechanical rough edges that were never fully smoothed out. The procedural generation, the class selection, the dungeon-crawl premise: all of these are real features. The execution beneath them does not live up to what the genre needs to keep a player running. If you are someone who can find meaning in the archaeological layer of a small Eastern European indie from 2016, made by a team that was clearly trying with limited resources, then maybe there is fifteen minutes of wabi-sabi here. For anyone else wanting a reliable roguelite fix with fair death mechanics and a readable difficulty curve, the catalog has far better options at this tier. Kai, Scout Team

Dungeon of gain
IndieRPG

Dungeon of gain

Jun 23, 2016Defroids teamVolens Nolens Games
GamerScout Says

Roguelite dungeon crawling with class-weapon selection and procedural layouts, held back by mostly negative Steam reviews and a development story that ran out of road. Go in clear-eyed or not at all.

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Screenshots & Media

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About Dungeon of gain

I respect the underdog impulse, and I wanted to find something worth defending here. Dungeon of Gain is a small roguelite crawler from Defroids team in which you pick a class weapon, drop into procedurally generated dungeon floors, fight monsters lurking in the dark, and chase down an ancient artifact on behalf of a city that has basically fallen apart. The premise has atmosphere. A ruined mercantile city, a lost stamp, an undercroft stuffed with whatever killed everyone who went looking before you. That setup, told through genuinely rough but oddly evocative prose, has a faint folkloric pull. I noticed it. The playable classes lean on weapon identity: warrior, ranger, mage, shaman are all visible in the trading card artwork, which gives you a rough map of the intended roster. The loop is the familiar one: clear rooms, loot, level through floors, find the necromancer. Procedural generation means layouts shift between runs, which is the structural promise of the genre. What the community has surfaced, though, is that the balance is brutal in the wrong way. One player described opening a door at full health with solid equipment and being killed in a single hit. That is not satisfying roguelite difficulty. That is a tuning problem. When instant-death moments feel arbitrary rather than readable, the permadeath stakes stop being tense and start being exhausting. The development timeline adds necessary context. The team ran a very early release, publicly acknowledged they could not fund continued work, and pushed through to a 2016 launch on a skeleton budget. The localization shows the strain: the English text has the texture of a translation assembled under pressure, which some players find charming and others find alienating. There were promises of items and furniture updates in the early news posts. Whether those patches landed in any meaningful way is difficult to confirm from what is publicly visible. On Steam, roughly thirty percent of reviewers gave it a positive mark. That is a signal. It is not zero, and the people who did respond warmly seem to have found the raw, low-resolution atmosphere worth something. But the honest read is that this is an unfinished-feeling product with mechanical rough edges that were never fully smoothed out. The procedural generation, the class selection, the dungeon-crawl premise: all of these are real features. The execution beneath them does not live up to what the genre needs to keep a player running. If you are someone who can find meaning in the archaeological layer of a small Eastern European indie from 2016, made by a team that was clearly trying with limited resources, then maybe there is fifteen minutes of wabi-sabi here. For anyone else wanting a reliable roguelite fix with fair death mechanics and a readable difficulty curve, the catalog has far better options at this tier. Kai, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:sub-5Necromancer BossClass-Weapon SelectionProcedural Dungeon FloorsPermadeathLoot CrawlerUnfinished-FeelingFolklore AtmosphereBudget Roguelite

System Requirements

Minimum

OS
Windows XP/Vista/7
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
100 MB available space
Processor
Core 2 Duo

Recommended

OS
Windows XP/Vista/7
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
100 MB available space
Processor
Core i3

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Game Info

Developer
Defroids team
Publisher
Volens Nolens Games
Release Date
Jun 23, 2016

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Dungeon of gain is available on PC, Linux.

When was Dungeon of gain released?

Dungeon of gain was released on 23 June 2016.

Who developed Dungeon of gain?

Dungeon of gain was developed by Defroids team and published by Volens Nolens Games.