Compare Shovel Knight Pocket Dungeon prices across 50+ stores and find the best deal. Developed by VINE. Published by Yacht Club Games. Released on 12/13/2021. Available on PC, Mac. Genres: Action, Adventure, Indie.

Puzzle games usually bore me in ten minutes. Pocket Dungeon had me chaining skeleton kills and sweating boss patterns for hours before I noticed the time.

I came into this one skeptical. Puzzle spin-offs from action franchises tend to be lazy cash-ins, franchise wallpaper slapped over a match-three grid. Pocket Dungeon is not that. What Yacht Club Games and solo developer Vine built here is a genuinely original hybrid: a falling-block puzzler where the blocks are enemies, every move you make ticks the board forward, and the whole thing is secretly a roguelite with permadeath, unlockable characters, and run-to-run item variance. The core loop clicks fast. You are on an 8x8 grid, enemies drop from the top, and you move into them to attack. The twist is that bumping a foe costs you health unless your hit kills it outright, so positioning becomes a survival calculation. Chain adjacent enemies of the same type and you clear groups in one hit, spend less health, and keep your gem meter flowing for rewards. It sounds simple. It is not. The board fills faster than your brain wants it to, and you will lose runs you thought were going well. The character roster is where the real depth hides. You start as Shovel Knight, a safe all-rounder, and unlock rivals from the Order of No Quarter as you beat boss encounters. Specter Knight heals on every kill but takes damage from potions, which completely flips how you approach health management. Mole Knight can burrow across the board and swap positions, giving you mobility options nobody else has. Treasure Knight deals bonus damage from below, so you play the bottom of the grid rather than the middle. Each character is not just a cosmetic swap but a different set of rules for the same puzzle, and that is a lot of design work done right. Post-launch free DLC (the Puzzler Pack and Paradox Pack) added more characters including Puzzle Knight himself and the Enchantress, new stages, relics, and run modifiers, so the base game has grown considerably since launch. Difficulty is the main conversation point in the community. This game will wall you hard if you go in expecting a casual puzzler. The roguelite structure means a bad item roll or one misread chain can cost you a full run, and the first boss alone has filtered a chunk of players. That said, Yacht Club added a thorough set of difficulty sliders after launch, including an Infinite Stock mode that removes permadeath until the board fills completely, and most of those options do not lock you out of achievements. That flexibility is genuinely impressive and rare. The Daily Challenge mode is worth calling out too: one life, one shot at a score, leaderboard visible afterward. It is the mode that actually has legs past the campaign credits. The versus mode is local only, no online, and that is the real sore spot for value if you live alone. Two players race to clear enemies while filling each other's boards, and it is a sharp little competitive mode, but without online matchmaking it is a limited proposition. The Daily Challenge partly fills that gap with async score comparison, but anyone expecting ranked online play will not find it here. The soundtrack by Jake Kaufman is excellent, consistent with his work across the Shovel Knight series, and the new visual style is cleaner and more readable than the original's NES mimicry, which matters when the board is chaos. If you want something to genuinely test your pattern recognition and spatial reasoning between shooter sessions, Pocket Dungeon delivers that with replay hooks that hold up. It is not a long campaign, maybe 40 minutes to credits on a good run, but the character unlocks, alternate endings, and daily grind give it staying power. Just do not go in thinking it is a chill experience. Fred, Scout Team

Shovel Knight Pocket Dungeon
ActionAdventureIndie

Shovel Knight Pocket Dungeon

Dec 13, 2021VINEYacht Club Games
GamerScout Says

Puzzle games usually bore me in ten minutes. Pocket Dungeon had me chaining skeleton kills and sweating boss patterns for hours before I noticed the time.

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About Shovel Knight Pocket Dungeon

I came into this one skeptical. Puzzle spin-offs from action franchises tend to be lazy cash-ins, franchise wallpaper slapped over a match-three grid. Pocket Dungeon is not that. What Yacht Club Games and solo developer Vine built here is a genuinely original hybrid: a falling-block puzzler where the blocks are enemies, every move you make ticks the board forward, and the whole thing is secretly a roguelite with permadeath, unlockable characters, and run-to-run item variance. The core loop clicks fast. You are on an 8x8 grid, enemies drop from the top, and you move into them to attack. The twist is that bumping a foe costs you health unless your hit kills it outright, so positioning becomes a survival calculation. Chain adjacent enemies of the same type and you clear groups in one hit, spend less health, and keep your gem meter flowing for rewards. It sounds simple. It is not. The board fills faster than your brain wants it to, and you will lose runs you thought were going well. The character roster is where the real depth hides. You start as Shovel Knight, a safe all-rounder, and unlock rivals from the Order of No Quarter as you beat boss encounters. Specter Knight heals on every kill but takes damage from potions, which completely flips how you approach health management. Mole Knight can burrow across the board and swap positions, giving you mobility options nobody else has. Treasure Knight deals bonus damage from below, so you play the bottom of the grid rather than the middle. Each character is not just a cosmetic swap but a different set of rules for the same puzzle, and that is a lot of design work done right. Post-launch free DLC (the Puzzler Pack and Paradox Pack) added more characters including Puzzle Knight himself and the Enchantress, new stages, relics, and run modifiers, so the base game has grown considerably since launch. Difficulty is the main conversation point in the community. This game will wall you hard if you go in expecting a casual puzzler. The roguelite structure means a bad item roll or one misread chain can cost you a full run, and the first boss alone has filtered a chunk of players. That said, Yacht Club added a thorough set of difficulty sliders after launch, including an Infinite Stock mode that removes permadeath until the board fills completely, and most of those options do not lock you out of achievements. That flexibility is genuinely impressive and rare. The Daily Challenge mode is worth calling out too: one life, one shot at a score, leaderboard visible afterward. It is the mode that actually has legs past the campaign credits. The versus mode is local only, no online, and that is the real sore spot for value if you live alone. Two players race to clear enemies while filling each other's boards, and it is a sharp little competitive mode, but without online matchmaking it is a limited proposition. The Daily Challenge partly fills that gap with async score comparison, but anyone expecting ranked online play will not find it here. The soundtrack by Jake Kaufman is excellent, consistent with his work across the Shovel Knight series, and the new visual style is cleaner and more readable than the original's NES mimicry, which matters when the board is chaos. If you want something to genuinely test your pattern recognition and spatial reasoning between shooter sessions, Pocket Dungeon delivers that with replay hooks that hold up. It is not a long campaign, maybe 40 minutes to credits on a good run, but the character unlocks, alternate endings, and daily grind give it staying power. Just do not go in thinking it is a chill experience. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayerlocal-coopachievementscontroller-supportcloud-savestier:sub-5RogueliteFalling-Block PuzzleChain CombatDaily ChallengeCharacter Unlock SystemDifficulty SlidersGrid-Based CombatLocal VersusRun Modifier

System Requirements

Minimum

OS
Windows 7 or higher
Memory
2 GB RAM
Storage
330 MB available space
Graphics
256 mb video memory
Processor
2 Ghz

Reviews & Ratings

No ratings available

Game Info

Developer
VINE
Publisher
Yacht Club Games
Release Date
Dec 13, 2021

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