Compare Dungeons of Aether prices across 50+ stores and find the best deal. Developed by Aether Studios. Published by Aether Studios. Released on 2/28/2023. Available on PC, Mac. Genres: Indie, RPG, Strategy.

A dice-drafting dungeon crawler with genuine tactical bite, wrapped in some of the best pixel art the Aether franchise has produced. The combat will frustrate players who want clean build paths, but reward anyone who can read a shared dice pool.

I went in expecting a light spin-off and came out with spreadsheet notes on four-stat resource management. Dungeons of Aether is a turn-based roguelite built around a shared dice-draft combat system: at the start of every turn, six dice are rolled, and you and your opponent alternate claiming them to fill four stats, Attack, Defense, Precision, and Speed. Your ATK only deals damage if it clears the enemy DEF threshold; their attack only lands if it clears yours. That one rule makes every single dice pick feel like a commitment. Do you starve the enemy of high Attack dice, or do you race ahead and stack your own Defense? That tension is the game at its best, and for the first two chapters it is genuinely excellent. The four heroes are worth understanding individually because they play very differently. Fleet (the fox archer) is the tutorial character and the most forgiving introduction to the system, trading in a jack-of-all-stats kit. Hamir (the armadillo warrior) is a tank-and-punish style: absorb until the time is right, then swing hard. Slade (the shark pirate) stacks Speed to dodge attacks outright, which makes him feel like a different puzzle than the others. Artemis (the lizard general) is the hardest to pilot. She runs as a glass cannon and leans on her Molten Regeneration ability to recover HP mid-combat by burning Stamina, which means letting her health stay dangerously low on purpose. Master her stamina loop and she becomes extremely durable. Mismanage it and she dies in seconds. That character asymmetry is legitimately interesting on paper, and the Story Mode does a reasonable job of easing you in through Fleet before things get more demanding. Here is where I have to be honest with you: the back half of the game earns its difficulty complaints. Chapter 3 onward sees a noticeable difficulty spike, and the community pushback on balance was significant enough that the developers patched enemy AI to make foes more likely to commit to attacks rather than stall indefinitely. That patch helped, but late-game fights can still drag into long defensive standoffs, particularly with characters whose Stamina regen is awkward to maintain. Fleet specifically has persistent issues: her passive ability drains Stamina in certain conditions, leaving her without reliable recovery when she needs it most. The item and consumable system does not do enough to compensate. Equipment choices feel thin, and the sense of building toward something concrete that you get from better roguelites is mostly absent here. Challenge Dungeons add a leaderboard gold-management layer and randomized runs, which provides replay value for players who want to push difficulty, but that mode is likely to be ignored by anyone still wrestling with Story Mode pacing. What nobody disputes is the production quality surrounding the combat. The pixel art is exceptional, the character sprites are large, detailed, and fluidly animated, and the soundtrack is one of the stronger ones the Aether franchise has put out. The story itself, told through journal entries scattered across the four dungeon biomes (the Julesvale Mines, Lava Caves, Underground Oasis, and Mineral Deposits) and NPC dialogue back in the hub town, is a genuine highlight. The Aether lore is well-served here, and players new to the universe will find the worldbuilding more accessible than jumping straight into Rivals. For strategy and tactics players specifically: if you can stomach the late-game balance roughness and treat each fight as a resource puzzle rather than an action fantasy, there is real depth sitting inside this game. The dice draft is a smarter mechanic than it first appears, and that counts for something. Diego, Scout Team

Dungeons of Aether
IndieRPGStrategy

Dungeons of Aether

Feb 28, 2023Aether Studios
GamerScout Says

A dice-drafting dungeon crawler with genuine tactical bite, wrapped in some of the best pixel art the Aether franchise has produced. The combat will frustrate players who want clean build paths, but reward anyone who can read a shared dice pool.

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Screenshots & Media

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About Dungeons of Aether

I went in expecting a light spin-off and came out with spreadsheet notes on four-stat resource management. Dungeons of Aether is a turn-based roguelite built around a shared dice-draft combat system: at the start of every turn, six dice are rolled, and you and your opponent alternate claiming them to fill four stats, Attack, Defense, Precision, and Speed. Your ATK only deals damage if it clears the enemy DEF threshold; their attack only lands if it clears yours. That one rule makes every single dice pick feel like a commitment. Do you starve the enemy of high Attack dice, or do you race ahead and stack your own Defense? That tension is the game at its best, and for the first two chapters it is genuinely excellent. The four heroes are worth understanding individually because they play very differently. Fleet (the fox archer) is the tutorial character and the most forgiving introduction to the system, trading in a jack-of-all-stats kit. Hamir (the armadillo warrior) is a tank-and-punish style: absorb until the time is right, then swing hard. Slade (the shark pirate) stacks Speed to dodge attacks outright, which makes him feel like a different puzzle than the others. Artemis (the lizard general) is the hardest to pilot. She runs as a glass cannon and leans on her Molten Regeneration ability to recover HP mid-combat by burning Stamina, which means letting her health stay dangerously low on purpose. Master her stamina loop and she becomes extremely durable. Mismanage it and she dies in seconds. That character asymmetry is legitimately interesting on paper, and the Story Mode does a reasonable job of easing you in through Fleet before things get more demanding. Here is where I have to be honest with you: the back half of the game earns its difficulty complaints. Chapter 3 onward sees a noticeable difficulty spike, and the community pushback on balance was significant enough that the developers patched enemy AI to make foes more likely to commit to attacks rather than stall indefinitely. That patch helped, but late-game fights can still drag into long defensive standoffs, particularly with characters whose Stamina regen is awkward to maintain. Fleet specifically has persistent issues: her passive ability drains Stamina in certain conditions, leaving her without reliable recovery when she needs it most. The item and consumable system does not do enough to compensate. Equipment choices feel thin, and the sense of building toward something concrete that you get from better roguelites is mostly absent here. Challenge Dungeons add a leaderboard gold-management layer and randomized runs, which provides replay value for players who want to push difficulty, but that mode is likely to be ignored by anyone still wrestling with Story Mode pacing. What nobody disputes is the production quality surrounding the combat. The pixel art is exceptional, the character sprites are large, detailed, and fluidly animated, and the soundtrack is one of the stronger ones the Aether franchise has put out. The story itself, told through journal entries scattered across the four dungeon biomes (the Julesvale Mines, Lava Caves, Underground Oasis, and Mineral Deposits) and NPC dialogue back in the hub town, is a genuine highlight. The Aether lore is well-served here, and players new to the universe will find the worldbuilding more accessible than jumping straight into Rivals. For strategy and tactics players specifically: if you can stomach the late-game balance roughness and treat each fight as a resource puzzle rather than an action fantasy, there is real depth sitting inside this game. The dice draft is a smarter mechanic than it first appears, and that counts for something. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Dice-DraftingFour-Stat CombatCharacter AsymmetryHub-Town ProgressionLore-HeavyChallenge LeaderboardStamina ManagementDifficulty Spike

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Microsoft® Windows® 7 / 8 / 10 / 11
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
75 MB available space
Graphics
DirectX Compatible graphics card with at least 32MB of video memory
Processor
2.0GHz processor

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Game Info

Developer
Aether Studios
Publisher
Aether Studios
Release Date
Feb 28, 2023

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Dungeons of Aether is available on PC, Mac.

When was Dungeons of Aether released?

Dungeons of Aether was released on 28 February 2023.

Who developed Dungeons of Aether?

Dungeons of Aether was developed by Aether Studios.