Compare Karradash - The Lost Dungeons prices across 50+ stores and find the best deal. Developed by 68k Studios. Published by 68k Studios. Released on 8/31/2017. Available on PC. Genres: Action, RPG.

Permadeath, 16 classes, and a village that gets stronger every time you die - Karradash is old-school roguelike comfort food, as long as you're not hunting a final boss.

I will be honest with you: walking into Karradash - The Lost Dungeons expecting the narrative weight of a proper RPG is the wrong frame entirely. This is a lean, old-school action roguelike built from the same DNA as the earlier Mazes of Karradash series, and it wears that 80s and 90s arcade-dungeon inspiration openly. There is no story to speak of. No choices that matter in a Disco Elysium sense. What it does have is a tight loop of death, loot, and incremental progress that can hold your attention for a few sessions before the ceiling shows itself. The mechanical foundation is straightforward. You roll a single character, pick skills, and select from a pool of 16 classes before diving into procedurally generated dungeon floors. Permadeath is real and permanent - when your adventurer dies, they are gone for good. The consolation prize is gold carried over to upgrade your village, which feeds buffs and better starting equipment into every future run. It is a clean meta-progression idea, and on paper it gives each death a sense of purpose rather than pure punishment. In practice, the loop works best in the early runs when upgrades feel meaningful. Past a certain point the village improvements flatten out and the endless structure - no final boss, no climactic endpoint - starts to feel like a treadmill rather than a dungeon. Community feedback from the small but vocal Steam player base points at a couple of friction points worth knowing. End-level reward balance has been criticised, with some players finding the combo requirements to earn multiple rewards per floor frustratingly tight unless dungeon layouts happen to funnel enemies into groups. Key rebinding was missing at launch, which aggravated non-QWERTY players. Controller support was also requested repeatedly and appears to still be absent. None of these are dealbreakers at the game's budget price point, but they are quality-of-life gaps that a more polished title would have closed years ago. The lack of a defined ending is the most philosophically loaded complaint - several community members stated plainly that a final boss would have sold them on the game immediately, and I think they are right. Endless roguelikes live or die on build variety and moment-to-moment combat depth; this one has a reasonable foundation but not quite enough mechanical texture to sustain truly long-term play. For RPG players like me who measure a game by its writing and character depth, Karradash is essentially a palate cleanser rather than a main course. The class variety gives enough flavour to encourage a few different runs, the no-monetisation stance is genuinely refreshing, and the dungeon crawling has a nostalgic crunch to it. But if you need a narrative throughline, a world that rewards exploration lore, or a build system that keeps revealing new interactions past hour ten, you will run dry faster than the developers probably intended. Treat it as a short-burst roguelike for idle afternoons, not a campaign replacement, and it earns its keep. Monika, Scout Team

Karradash - The Lost Dungeons
ActionRPG

Karradash - The Lost Dungeons

Aug 31, 201768k Studios
GamerScout Says

Permadeath, 16 classes, and a village that gets stronger every time you die - Karradash is old-school roguelike comfort food, as long as you're not hunting a final boss.

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About Karradash - The Lost Dungeons

I will be honest with you: walking into Karradash - The Lost Dungeons expecting the narrative weight of a proper RPG is the wrong frame entirely. This is a lean, old-school action roguelike built from the same DNA as the earlier Mazes of Karradash series, and it wears that 80s and 90s arcade-dungeon inspiration openly. There is no story to speak of. No choices that matter in a Disco Elysium sense. What it does have is a tight loop of death, loot, and incremental progress that can hold your attention for a few sessions before the ceiling shows itself. The mechanical foundation is straightforward. You roll a single character, pick skills, and select from a pool of 16 classes before diving into procedurally generated dungeon floors. Permadeath is real and permanent - when your adventurer dies, they are gone for good. The consolation prize is gold carried over to upgrade your village, which feeds buffs and better starting equipment into every future run. It is a clean meta-progression idea, and on paper it gives each death a sense of purpose rather than pure punishment. In practice, the loop works best in the early runs when upgrades feel meaningful. Past a certain point the village improvements flatten out and the endless structure - no final boss, no climactic endpoint - starts to feel like a treadmill rather than a dungeon. Community feedback from the small but vocal Steam player base points at a couple of friction points worth knowing. End-level reward balance has been criticised, with some players finding the combo requirements to earn multiple rewards per floor frustratingly tight unless dungeon layouts happen to funnel enemies into groups. Key rebinding was missing at launch, which aggravated non-QWERTY players. Controller support was also requested repeatedly and appears to still be absent. None of these are dealbreakers at the game's budget price point, but they are quality-of-life gaps that a more polished title would have closed years ago. The lack of a defined ending is the most philosophically loaded complaint - several community members stated plainly that a final boss would have sold them on the game immediately, and I think they are right. Endless roguelikes live or die on build variety and moment-to-moment combat depth; this one has a reasonable foundation but not quite enough mechanical texture to sustain truly long-term play. For RPG players like me who measure a game by its writing and character depth, Karradash is essentially a palate cleanser rather than a main course. The class variety gives enough flavour to encourage a few different runs, the no-monetisation stance is genuinely refreshing, and the dungeon crawling has a nostalgic crunch to it. But if you need a narrative throughline, a world that rewards exploration lore, or a build system that keeps revealing new interactions past hour ten, you will run dry faster than the developers probably intended. Treat it as a short-burst roguelike for idle afternoons, not a campaign replacement, and it earns its keep. Monika, Scout Team

Tags

singleplayertier:sub-5PermadeathVillage Meta-Progression16 ClassesProcedural DungeonsOld-SchoolNo MicrotransactionsTop-Down ActionShort-Session Roguelike

System Requirements

Minimum

OS
Windows 7
Memory
1 GB RAM
Storage
200 MB available space
Processor
Core 2 Duo 2GHz

Reviews & Ratings

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Game Info

Developer
68k Studios
Publisher
68k Studios
Release Date
Aug 31, 2017

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