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.
ASCII Dungeon Crawl 在线人数与 Steam 图表
实时
在线人数—24 小时 —
24 小时峰值玩家0今日最高样本
30 天峰值玩家0平均 —
历史峰值玩家0自开始追踪以来
30 天游玩时长—估算值
Steam 图表 · 30 天在线人数等待采样
正在收集每日样本尚未存储该游戏的每日样本。积累最初几天的历史数据后,曲线就会出现。
24 小时—7 天—趋势持平
评测0 篇评测
—No user reviews
0 篇好评0 篇差评
推荐数—
媒体
7 张图片
游戏详情
关于这款游戏
游戏
发行日期—发行日期未公布
开发者Andrew Bellinger发行商Andrew Bellinger类型角色扮演
—成就—DLC4984210App ID
关于这款游戏
玩家数更新于 — · 商店数据更新于 9月23日 00:32 UTC · 来源:SteamWebAPI
辅助功能与音频Custom Volume ControlsKeyboard Only OptionMouse Only OptionPlayable without Timed Input
更多Playable At Your Own PaceTouch Only Option
系统需求
最低配置推荐配置存储空间75 MB available space相同
关于 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
- Party-based turn combat with three or four heroes fighting side by side,
- Nine unique classes.
- Eighteen different weapons that can change how a hero play.
- Ten room types across every floor.
- Three full dungeons with their own monsters, bosses, weapons, armor and passives.
- Over one hundred permanent Passives to unlock across runs,
- Rarity tiers on every drop.
- Meta progression through a between-run shop that spends the coins your dead heroes left behind.
- A Collection that tracks every weapon, armor, monster, blessing, forge outcome and cursed tome you have ever encountered
- Switch between controller and touch / mouse support.
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.