Compare Dungeons of Dredmor prices across 50+ stores and find the best deal. Developed by Gaslamp Games, Inc.. Published by Gaslamp Games, Inc.. Released on 7/13/2011. Available on PC, Mac, Linux. Genres: Casual, Indie, RPG. Metacritic score: 79/100.

Pick seven skills, descend ten floors, die laughing. Dredmor is the roguelike that turned a generation of PC players into genre converts without them even noticing.

My first proper run ended in under ten minutes, killed by something the game calls a Diggle, which is essentially a murderous duck with bad intentions. I restarted immediately. That loop, that compulsive restart energy, is precisely what Dungeons of Dredmor has been quietly delivering since 2011, and it still works today. The core of it is a classless character builder that asks you to pick seven skill trees before you descend a single floor. No race, no preset archetype. You assemble your identity from a roster that spans Swords, Berserker Rage, Viking Wizardry, Blood Magic, Golemancy, Archaeology, Necronomiconomics, Fungal Arts, and a genuinely absurd number of others. With 51 skills split across Warrior, Rogue, and Wizard groupings (more with DLC), the build space is enormous, and the synergy hunting is where most of the real thinking happens. A pirate-Mathemagician-Demonologist is a perfectly valid disaster waiting to unfold across ten procedurally generated floors. Crafting layers over the top, with skills like Tinkering and Alchemy unlocking recipes that range from mundane health potions to things that probably should not exist. Inventory slots are limited, which turns loot decisions into a slow, satisfying pressure the game never quite lets go of. The humor is not decoration. It is structural. Flavor text parodies genre conventions with the same energy as a Munchkin card game, items reference everything from classic science fiction to obscure folklore, and the protagonist's idle animation involves pulling out a handheld console. The Lutefisk God accepts your unwanted junk as tribute. The Anvil of Krong might upgrade your best weapon or curse it into something embarrassing. These are systems designed to make you laugh right before they ruin your run, and they are consistently charming. The soundtrack has an unassuming warmth to it, the kind of lo-fi dungeon ambience that sits comfortably in the background at two in the morning without demanding attention. That said, Dredmor is an older game and carries the friction of its era. Inventory management involves menus that feel creaky even by 2011 standards. The default movement speed is sluggish, though the double-speed option eases this considerably. Mid-run pacing sags once you hit a confident rhythm, as later floors tend to blend when your build has found its gear. Skill balance is uneven, with some trees pulling far more weight than others, and loot quality is inconsistent enough that bad runs sometimes feel less like earned failure and more like poor RNG forcing an attrition death. The Steam Workshop extends the life of the game significantly, with community-made skill trees, items, and room packs slotting in cleanly, and the free "You Have to Name the Expansion Pack" update already folded some of the best community work directly into the base release. For anyone who has been curious about roguelikes but bounced off the intimidating ASCII walls of the genre's older entries, Dredmor remains one of the most accessible on-ramps available. For genre veterans, the build variety and self-aware comedy still offer something worth a few lost evenings. It knows exactly how long a run should feel, even if it occasionally overstays that welcome by a floor or two. Kai, Scout Team

Dungeons of Dredmor
CasualIndieRPG

Dungeons of Dredmor

Jul 13, 2011Gaslamp Games, Inc.
GamerScout Says

Pick seven skills, descend ten floors, die laughing. Dredmor is the roguelike that turned a generation of PC players into genre converts without them even noticing.

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About Dungeons of Dredmor

My first proper run ended in under ten minutes, killed by something the game calls a Diggle, which is essentially a murderous duck with bad intentions. I restarted immediately. That loop, that compulsive restart energy, is precisely what Dungeons of Dredmor has been quietly delivering since 2011, and it still works today. The core of it is a classless character builder that asks you to pick seven skill trees before you descend a single floor. No race, no preset archetype. You assemble your identity from a roster that spans Swords, Berserker Rage, Viking Wizardry, Blood Magic, Golemancy, Archaeology, Necronomiconomics, Fungal Arts, and a genuinely absurd number of others. With 51 skills split across Warrior, Rogue, and Wizard groupings (more with DLC), the build space is enormous, and the synergy hunting is where most of the real thinking happens. A pirate-Mathemagician-Demonologist is a perfectly valid disaster waiting to unfold across ten procedurally generated floors. Crafting layers over the top, with skills like Tinkering and Alchemy unlocking recipes that range from mundane health potions to things that probably should not exist. Inventory slots are limited, which turns loot decisions into a slow, satisfying pressure the game never quite lets go of. The humor is not decoration. It is structural. Flavor text parodies genre conventions with the same energy as a Munchkin card game, items reference everything from classic science fiction to obscure folklore, and the protagonist's idle animation involves pulling out a handheld console. The Lutefisk God accepts your unwanted junk as tribute. The Anvil of Krong might upgrade your best weapon or curse it into something embarrassing. These are systems designed to make you laugh right before they ruin your run, and they are consistently charming. The soundtrack has an unassuming warmth to it, the kind of lo-fi dungeon ambience that sits comfortably in the background at two in the morning without demanding attention. That said, Dredmor is an older game and carries the friction of its era. Inventory management involves menus that feel creaky even by 2011 standards. The default movement speed is sluggish, though the double-speed option eases this considerably. Mid-run pacing sags once you hit a confident rhythm, as later floors tend to blend when your build has found its gear. Skill balance is uneven, with some trees pulling far more weight than others, and loot quality is inconsistent enough that bad runs sometimes feel less like earned failure and more like poor RNG forcing an attrition death. The Steam Workshop extends the life of the game significantly, with community-made skill trees, items, and room packs slotting in cleanly, and the free "You Have to Name the Expansion Pack" update already folded some of the best community work directly into the base release. For anyone who has been curious about roguelikes but bounced off the intimidating ASCII walls of the genre's older entries, Dredmor remains one of the most accessible on-ramps available. For genre veterans, the build variety and self-aware comedy still offer something worth a few lost evenings. It knows exactly how long a run should feel, even if it occasionally overstays that welcome by a floor or two. Kai, Scout Team

Tags

singleplayerachievementstrading-cardsworkshoptier:aaaClassless Build SystemPermadeath OptionalParody HumorCrafting DepthSteam Workshop SupportTurn-Based Dungeon CrawlerSkill SynergyGateway Roguelike

System Requirements

Minimum

OS
Windows XP, Vista, 7
Sound
Any DirectX-compatible audio device
Memory
1 GB of RAM minimum; 2 GB recommended
DirectX®
9
Processor
Core 2 Duo/Athlon 64 or above recommended
Video Card
Any DirectX-compatible video device with a minimum resolution of 1024 x 600 or 1024 x 768
Hard Disk Space
400+ megabytes

Reviews & Ratings

Metacritic
79

Game Info

Developer
Gaslamp Games, Inc.
Publisher
Gaslamp Games, Inc.
Release Date
Jul 13, 2011

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