Compare Legend of Dungeon prices across 50+ stores and find the best deal. Developed by Robot Loves Kitty. Published by Robot Loves Kitty. Released on 9/13/2013. Available on PC, Mac, Linux. Genres: Action, Indie, RPG. Metacritic score: 62/100.

Four friends, one keyboard, one screen, and a dungeon that wants you dead by floor three. Legend of Dungeon is the kind of local co-op chaos that holds up at a LAN party but runs thin fast in solo queue.

I came to Legend of Dungeon looking for something to fill a couch co-op slot, and for about an hour it absolutely delivered. This is a local-only, up-to-four-player beat-em-up roguelike from husband-and-wife studio Robot Loves Kitty, built around procedurally generated floors, permadeath, and a pixel art lighting system that genuinely impresses. The real-time dynamic lighting is not window dressing. Pitch-black rooms where you inch forward holding a lantern in one hand and your weapon in the other create genuine tension, and the particle effects from spell casting light up the dungeon in ways that still look good over a decade after release. The structure is simple on paper: descend 26 floors of procedurally generated dungeon, collect randomized loot (weapons, potions, hats, and yes, a hat that is literally a cat), level up your character, and survive. Potions are color-coded but their effects are re-randomized each run, so that purple vial that healed you last time might make you fart and alert every enemy in the room this time. Items range from a basic starter sword to ranged weapons including muskets and rocket launchers, with a taming mechanic that lets you pet enemies enough times to recruit them as combat pets. Bears, snakes, skeletons, even bosses can theoretically be charmed into your side. The randomized music system, built from over 300 tracks, keeps the atmosphere shifting so you're not grinding through the same loop for hours. Here is where the honest part comes in. The combat feels loose. There is no tight hitbox discipline here, no satisfying time-to-kill cadence. It is mostly a swing-the-attack-button affair, and against the harder enemies further down the dungeon that sloppiness starts costing you runs in ways that feel unfair rather than skill-based. The inventory system is the bigger offender: everything dumps into a single vertical scroll bar, including weapons, potions, and every hat you ever picked up. Swapping from your lantern to a weapon in a dark room while something is hitting you turns frantic scrolling into a death sentence. Several reviewers called it out at launch and it was never fundamentally fixed. There are no selectable classes at the start either, only hidden unlockable ones you discover mid-run, which means your first several hours are spent with an undifferentiated adventurer and a sword. The multiplayer is where the game earns its keep, and it is strictly local. There is no online co-op, which in 2013 was already a notable omission and in 2025 is a dealbreaker for most people who do not have three bodies physically present at the same PC. Dead players exist as ghosts and can resurrect by collecting spirit orbs from enemies, which is a smart mechanic that keeps eliminated players engaged. With four people crammed around a screen it becomes loud, chaotic, and legitimately fun in the way arcade brawlers used to be. Solo, it is a much thinner experience that shows its repetition ceiling around the three-hour mark. Community reception landed at 72 percent positive on Steam across over 1,200 reviews, which is about right. It is not a bad game. It is a limited one. Fred, Scout Team

Legend of Dungeon
ActionIndieRPG

Legend of Dungeon

Sep 13, 2013Robot Loves Kitty
GamerScout Says

Four friends, one keyboard, one screen, and a dungeon that wants you dead by floor three. Legend of Dungeon is the kind of local co-op chaos that holds up at a LAN party but runs thin fast in solo queue.

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About Legend of Dungeon

I came to Legend of Dungeon looking for something to fill a couch co-op slot, and for about an hour it absolutely delivered. This is a local-only, up-to-four-player beat-em-up roguelike from husband-and-wife studio Robot Loves Kitty, built around procedurally generated floors, permadeath, and a pixel art lighting system that genuinely impresses. The real-time dynamic lighting is not window dressing. Pitch-black rooms where you inch forward holding a lantern in one hand and your weapon in the other create genuine tension, and the particle effects from spell casting light up the dungeon in ways that still look good over a decade after release. The structure is simple on paper: descend 26 floors of procedurally generated dungeon, collect randomized loot (weapons, potions, hats, and yes, a hat that is literally a cat), level up your character, and survive. Potions are color-coded but their effects are re-randomized each run, so that purple vial that healed you last time might make you fart and alert every enemy in the room this time. Items range from a basic starter sword to ranged weapons including muskets and rocket launchers, with a taming mechanic that lets you pet enemies enough times to recruit them as combat pets. Bears, snakes, skeletons, even bosses can theoretically be charmed into your side. The randomized music system, built from over 300 tracks, keeps the atmosphere shifting so you're not grinding through the same loop for hours. Here is where the honest part comes in. The combat feels loose. There is no tight hitbox discipline here, no satisfying time-to-kill cadence. It is mostly a swing-the-attack-button affair, and against the harder enemies further down the dungeon that sloppiness starts costing you runs in ways that feel unfair rather than skill-based. The inventory system is the bigger offender: everything dumps into a single vertical scroll bar, including weapons, potions, and every hat you ever picked up. Swapping from your lantern to a weapon in a dark room while something is hitting you turns frantic scrolling into a death sentence. Several reviewers called it out at launch and it was never fundamentally fixed. There are no selectable classes at the start either, only hidden unlockable ones you discover mid-run, which means your first several hours are spent with an undifferentiated adventurer and a sword. The multiplayer is where the game earns its keep, and it is strictly local. There is no online co-op, which in 2013 was already a notable omission and in 2025 is a dealbreaker for most people who do not have three bodies physically present at the same PC. Dead players exist as ghosts and can resurrect by collecting spirit orbs from enemies, which is a smart mechanic that keeps eliminated players engaged. With four people crammed around a screen it becomes loud, chaotic, and legitimately fun in the way arcade brawlers used to be. Solo, it is a much thinner experience that shows its repetition ceiling around the three-hour mark. Community reception landed at 72 percent positive on Steam across over 1,200 reviews, which is about right. It is not a bad game. It is a limited one. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayercooplocal-coopachievementscontroller-supporttrading-cardstier:sub-5Local 4-PlayerPermadeath RoguelikeBeat-em-UpPet TamingDungeon CrawlerDynamic LightingRandomized LootCouch Co-op

System Requirements

Minimum

OS
Windows XP
Memory
2 GB RAM
Storage
500 MB available space
Graphics
GeForce 8800 or Radeon® HD4800 series, 512 MB of memory
Processor
2.0 GHz
VR Support
SteamVR

Reviews & Ratings

Metacritic
62

Game Info

Developer
Robot Loves Kitty
Publisher
Robot Loves Kitty
Release Date
Sep 13, 2013

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