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A party-based roguelite dungeon crawler drawn in ASCII. Turn-based combat, permadeath, and over a hundred passives to unlock across runs. Push through two full dungeons with your own party of heroes. Every run ends. Every unlock stays.
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Match strength key:80+65+50+<50ASCII Dungeon Crawl
SteamAbout ASCII Dungeon Crawl
ASCII Dungeon Crawl
A party-based roguelite dungeon crawler drawn entirely in ASCII. Every turn is a decision: which weapon to use, which door to open, which passive you unlock next. Push through the dungeon with a party of three or four heroes, learn what each room can do, and come back stronger every run.
Key Features
The dungeon fights back
Rooms are not just filler between boss fights. The Library lets you read a tome for a permanent buff, or roll a curse that follows you until you die. The Forge can bump a weapon's rarity, grow its die, or fuse in a modifier. The Statue takes an item and hands back a blessing. Secret Doors ask for a stat check and pay out if you win. Bosses hit with intent. The Tarantula cocoons your heroes and hatches glass-cannon spiders from egg sacks the moment you break them. The Dragon breathes an element that punishes your resistance choices. Each dungeon has its own boss list, its own tempo, and its own way to end your run.
Runs are short. Progress is real
A run ends when the last hero falls. What you unlocked stays unlocked. The dungeons you finished stay marked. The armor pieces you found show up in the Collection. Next run you pick from a bigger pool of starter perks, walk into the Wandering Cart with more coins, and take a bigger swing at the dungeon that beat you. Play a run in twenty minutes. Chase an unlock over a few evenings. See every Passive over a season.
A Note from the Developer
ASCII Dungeon Crawl started when I sat down with my two 8-year-old twins to design and code a game together. They came up with the ideas and I used it as a moment to teach my kids to code. We've made many games together, but this one became a family favorite. I carried it through to release so they could experience the full process of bringing a game to the public. Without their encouragement and endless energy, it wouldn't exist. This is why I dedicate this game to them completely and I hope they'll always cherish the time we spent making it.
Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.
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