
Snake Eyes Dungeon
Roll dice, click to move, pray to the RNG gods. Snake Eyes Dungeon is a micro roguelite with almost no decisions to make, best approached as a 5-dollar coin-flip you can complete in a single sitting.
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About Snake Eyes Dungeon
I track decision density the way some people track calories, and Snake Eyes Dungeon is, to put it plainly, a very lean diet. You drop into a randomly generated 6x6 grid, navigate tile by tile toward an exit door, and whenever you land on a monster you resolve combat by rolling dice. Ghosts, werewolves, the Frankenstein monster - six enemy types total, each with their own damage thresholds. That is the loop. Every run begins and ends on that same board, procedurally reshuffled but structurally identical each time you fire it up. The upgrade system offers seven purchasable improvements funded by gold you loot from defeated monsters, and it is where the game's closest thing to strategy lives. The bomb item stands out: it lets you auto-win most enemy encounters, which means hoarding coins across runs to unlock it early is the one genuine build decision the game offers. Twelve secret artifacts also float around the dungeon; you can equip one per run, and they function as passive buffs that nudge your odds. That is roughly the full strategic vocabulary. If you came expecting build order, synergy chains, or AI counterplay, you will need to recalibrate expectations before launching. The RNG fairness problem is real and documented by the small community around this game. Certain enemy types can chain their high-damage rolls in a way that feels less like bad luck and more like a broken probability table. Pitfall tiles can physically strand you on the wrong side of the map with no way to reach the exit key, ending your run through no fault of your own. Neither of these issues received patches, and at this point the game reads as abandoned by its developer. The achievement list is short enough that dedicated players have reported full completion in under ten hours, and the median playtime data backs that up. For whom does this actually make sense? Honestly, only a narrow audience: achievement hunters who want a fast, low-effort checklist, or someone who wants a palate cleanser between heavier games and does not mind that the palate cleanser has almost no interactive substance. The pixel art has a certain charm, the monster roster has personality, and the sessions are short enough that losing to an unfair RNG spike is annoying rather than devastating. But the gap between what the dungeon-crawler genre is capable of and what this game delivers is wide enough to park a roguelite in. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 1 GB RAM
- Storage
- 20 MB available space
- Graphics
- Any
- Processor
- 1Ghz
- Additional Notes
- Any computer basically
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Game Info
- Developer
- Tetabester
- Publisher
- GrabTheGames
- Release Date
- Dec 21, 2017