Compare Quest of Dungeloria prices across 50+ stores and find the best deal. Developed by From Future Games. Published by From Future Games. Released on 5/21/2026. Available on PC, Xbox. Genres: Action, Adventure, Indie.

A solo-crafted metroidvania where the whole world is one interconnected puzzle, soaked in the quiet grief of a dying fantasy kingdom. Short by design, and honest about it.

I have a soft spot for the kind of game that arrives quietly, without a publisher behind it, with a world that feels genuinely hand-shaped. Quest of Dungeloria is exactly that kind of release. It comes from a single developer, and you can feel that individuality in every corner of its crumbling kingdom: the layout decisions are idiosyncratic, the tone lands somewhere between melancholy fable and old-school European platformer, and the whole thing carries an eerie intimacy that bigger productions rarely bother with. The core structure is non-linear exploration in the truest sense. There is no obvious path that gently nudges you forward. Instead, the map functions more like a logic puzzle where gear items serve as keys to previously unreachable spaces. Active items unlock new traversal options: double jumping reaches ledges you filed away twenty minutes ago, a hidden-wall-revealing item quietly reframes entire sections you thought you understood. Swapping equipment on the fly is the main mechanical rhythm here, and it works because the level design consistently rewards players who backtrack with fresh eyes. Think less of Hollow Knight's fluent motion and more of older Amiga-era PC platformers where figuring out "how do I even get there" is half the satisfaction. The point-and-click DNA woven into the puzzle side is a genuine differentiator. Item-hunting to solve environmental problems, talking to NPCs to gather world lore, choosing to kill, betray, or spare characters, these are not cosmetic choices. The story has a fourth-wall-breaking quality that makes the player a presence within the fiction rather than a passive observer, and the setting manages to hold a specific melancholic weight: a fantasy kingdom quietly falling apart, told through environment and interaction rather than exposition dumps. Early community impressions noted that the movement can feel stiff and that a handful of bugs slipped through at launch, which is honest solo-dev territory. The developer shipped a day-one patch almost immediately, which signals attentiveness even if not everything is fully ironed out. Who is this for? Players who grew up on DOS and Amiga platformers will feel an almost nostalgic pull. If your favourite part of any metroidvania is the moment a previously dead-end room suddenly makes sense, Dungeloria is tuned for exactly that pleasure. It is short enough to finish in a sitting or two, and it knows it: there is no padding, no filler zone that exists purely to add runtime. The secret-hunting and multiple ending choices give it a second-pass reason to exist if you care about full completion. Just temper expectations around moment-to-moment combat polish and accept some early-access-adjacent roughness on the technical side. Kai, Scout Team

Quest of Dungeloria
ActionAdventureIndie

Quest of Dungeloria

May 21, 2026From Future Games
GamerScout Says

A solo-crafted metroidvania where the whole world is one interconnected puzzle, soaked in the quiet grief of a dying fantasy kingdom. Short by design, and honest about it.

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About Quest of Dungeloria

I have a soft spot for the kind of game that arrives quietly, without a publisher behind it, with a world that feels genuinely hand-shaped. Quest of Dungeloria is exactly that kind of release. It comes from a single developer, and you can feel that individuality in every corner of its crumbling kingdom: the layout decisions are idiosyncratic, the tone lands somewhere between melancholy fable and old-school European platformer, and the whole thing carries an eerie intimacy that bigger productions rarely bother with. The core structure is non-linear exploration in the truest sense. There is no obvious path that gently nudges you forward. Instead, the map functions more like a logic puzzle where gear items serve as keys to previously unreachable spaces. Active items unlock new traversal options: double jumping reaches ledges you filed away twenty minutes ago, a hidden-wall-revealing item quietly reframes entire sections you thought you understood. Swapping equipment on the fly is the main mechanical rhythm here, and it works because the level design consistently rewards players who backtrack with fresh eyes. Think less of Hollow Knight's fluent motion and more of older Amiga-era PC platformers where figuring out "how do I even get there" is half the satisfaction. The point-and-click DNA woven into the puzzle side is a genuine differentiator. Item-hunting to solve environmental problems, talking to NPCs to gather world lore, choosing to kill, betray, or spare characters, these are not cosmetic choices. The story has a fourth-wall-breaking quality that makes the player a presence within the fiction rather than a passive observer, and the setting manages to hold a specific melancholic weight: a fantasy kingdom quietly falling apart, told through environment and interaction rather than exposition dumps. Early community impressions noted that the movement can feel stiff and that a handful of bugs slipped through at launch, which is honest solo-dev territory. The developer shipped a day-one patch almost immediately, which signals attentiveness even if not everything is fully ironed out. Who is this for? Players who grew up on DOS and Amiga platformers will feel an almost nostalgic pull. If your favourite part of any metroidvania is the moment a previously dead-end room suddenly makes sense, Dungeloria is tuned for exactly that pleasure. It is short enough to finish in a sitting or two, and it knows it: there is no padding, no filler zone that exists purely to add runtime. The secret-hunting and multiple ending choices give it a second-pass reason to exist if you care about full completion. Just temper expectations around moment-to-moment combat polish and accept some early-access-adjacent roughness on the technical side. Kai, Scout Team

Tags

singleplayercontroller-supporttier:indieNon-Linear WorldItem-Swap MechanicsMultiple EndingsFourth-Wall BreakingEuropean Platformer InfluenceHidden WallsNPC ChoicesSolo DeveloperOld-School Puzzle Logic

System Requirements

Minimum

OS
Windows 7
Memory
4 GB RAM
Graphics
GeForce GT 520M or Radeon HD 8400 (2011)
Processor
Athlon II N370 or Pentium P6100 (2010, 2 cores)

Recommended

OS
Windows 10
Memory
4 GB RAM
Graphics
GeForce GT 520M or Radeon HD 8400 (2011)
Processor
Athlon II N370 or Pentium P6100 (2010, 2 cores)

Reviews & Ratings

No ratings available

Game Info

Developer
From Future Games
Publisher
From Future Games
Release Date
May 21, 2026

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