Compare Neverwinter Nights: Infinite Dungeons prices across 50+ stores and find the best deal. Developed by Beamdog. Published by Beamdog. Released on 3/27/2018. Available on PC, Mac, Linux. Genres: RPG.

Procedurally generated D&D dungeon-crawling that sounds better on paper than it plays in practice. Worth a look for NWN multiplayer die-hards; solo players should temper expectations hard.

My honest reaction after a few hours with Infinite Dungeons was something close to impatience, which is not how I normally approach an RPG module. I came in expecting a replayable loot grind with some D&D 3rd Edition crunch to hold it together. What I got was closer to a corridor treadmill dressed in Forgotten Realms clothes. The pitch is straightforward enough. You drop into Undermountain, the sprawling dungeon beneath Waterdeep, and work your way through seven themed sections, each capped by a hand-designed boss. The bosses themselves are actually the highlight: a wereboar nobleman, a grief-maddened cloud giant turned hag, a planar insect queen, and eventually Halaster himself. Those encounters give you something concrete to chase. The rest of the module is supposed to fill the space between them with procedurally generated floors that remix maps, enemies, and loot on each run. Characters scale from level 1 all the way to 40, so there is at least a mechanical runway here. The problem is that the procedural layer is not doing enough work. The early dungeons are compact and move fast, which is fine. But the later sections balloon in size, stacking 5x5 grids of map tiles that blur together into a repetitive sameness. You end up grinding through hundreds of the same enemy type per dungeon, and the randomized loot system that should keep you hooked actually breaks balance badly. Random resistances and regeneration bonuses can stack so aggressively on found gear that your character becomes nearly invulnerable long before the final boss, which kills any sense of threat or tension. The module was built to push the NWN Aurora engine toward Diablo-style itemization, but the D&D ruleset was never designed to handle free-form stat stacking on every slot, and it shows. Multiplayer is where this module was always intended to live. Running Undermountain co-op with a real group, calling builds, managing henchmen, and splitting the loot gives the whole thing the chaotic energy it needs. Solo, you are alone with save times that reportedly stretch toward several minutes once the module has loaded enough map tiles. That is a 2006 problem that never fully went away, even under the Beamdog Enhanced Edition umbrella. Steam user sentiment sits around 68 percent positive on a small sample, which is about right: it is not broken, it is just a module with one good idea that runs out of ways to express it. If you already own Neverwinter Nights: Enhanced Edition and have a regular group who wants a dungeon-crawler to mess around in, Infinite Dungeons is a passable choice, especially at the price point it usually sits at. Solo players who want a tight single-player experience should look elsewhere in the NWN module library first. Fred, Scout Team

Neverwinter Nights: Infinite Dungeons
RPG

Neverwinter Nights: Infinite Dungeons

Mar 27, 2018Beamdog
GamerScout Says

Procedurally generated D&D dungeon-crawling that sounds better on paper than it plays in practice. Worth a look for NWN multiplayer die-hards; solo players should temper expectations hard.

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About Neverwinter Nights: Infinite Dungeons

My honest reaction after a few hours with Infinite Dungeons was something close to impatience, which is not how I normally approach an RPG module. I came in expecting a replayable loot grind with some D&D 3rd Edition crunch to hold it together. What I got was closer to a corridor treadmill dressed in Forgotten Realms clothes. The pitch is straightforward enough. You drop into Undermountain, the sprawling dungeon beneath Waterdeep, and work your way through seven themed sections, each capped by a hand-designed boss. The bosses themselves are actually the highlight: a wereboar nobleman, a grief-maddened cloud giant turned hag, a planar insect queen, and eventually Halaster himself. Those encounters give you something concrete to chase. The rest of the module is supposed to fill the space between them with procedurally generated floors that remix maps, enemies, and loot on each run. Characters scale from level 1 all the way to 40, so there is at least a mechanical runway here. The problem is that the procedural layer is not doing enough work. The early dungeons are compact and move fast, which is fine. But the later sections balloon in size, stacking 5x5 grids of map tiles that blur together into a repetitive sameness. You end up grinding through hundreds of the same enemy type per dungeon, and the randomized loot system that should keep you hooked actually breaks balance badly. Random resistances and regeneration bonuses can stack so aggressively on found gear that your character becomes nearly invulnerable long before the final boss, which kills any sense of threat or tension. The module was built to push the NWN Aurora engine toward Diablo-style itemization, but the D&D ruleset was never designed to handle free-form stat stacking on every slot, and it shows. Multiplayer is where this module was always intended to live. Running Undermountain co-op with a real group, calling builds, managing henchmen, and splitting the loot gives the whole thing the chaotic energy it needs. Solo, you are alone with save times that reportedly stretch toward several minutes once the module has loaded enough map tiles. That is a 2006 problem that never fully went away, even under the Beamdog Enhanced Edition umbrella. Steam user sentiment sits around 68 percent positive on a small sample, which is about right: it is not broken, it is just a module with one good idea that runs out of ways to express it. If you already own Neverwinter Nights: Enhanced Edition and have a regular group who wants a dungeon-crawler to mess around in, Infinite Dungeons is a passable choice, especially at the price point it usually sits at. Solo players who want a tight single-player experience should look elsewhere in the NWN module library first. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayertier:sub-5Procedural GenerationDungeon CrawlerD&D RulesCo-op FocusedLoot SystemBoss FightsHenchman MechanicsPremium Module

System Requirements

Minimum

OS
Windows 7, 8, or 10
Memory
512 MB RAM
Storage
365 MB available space
Graphics
OpenGL 3.0 compatible
Processor
1 GHZ

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Game Info

Developer
Beamdog
Publisher
Beamdog
Release Date
Mar 27, 2018

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