
Dungeon Antiqua is a simple RPG inspired by the Wizardry and Final Fantasy games of the 1980s and 1990s, in which players traverse dungeons by repeatedly exploring and developing their characters.
Modeled estimate, not a reported figure. How we estimate →
About
Dungeon Antiqua is a dungeon crawl-type RPG with beautiful dots and nostalgic sounding chiptunes that are reminiscent of the 1980s and 1990s.
- 2D maps that expand to match the character's field of view.
- A game design that can be played over and over again thanks to a wide variety of professions, free party formation and auto-generated maps.
- Game progression focused on hacking and exploration, with no redundant scenarios or direction.
- Fast-paced, modern and comfortable controls.
Dungeon Antiqua is a portal to new adventures for players who love retro games. Enjoy new challenges while reminiscing about the good old days of gaming!
When you download this title, an executable file for some handheld gaming consoles (see the official website for more information) is included.
Go to Settings > Manage > Browse local files to obtain the file ‘dungeon-antiqua.pyxapp’ and transfer it to your console.
If you need help with PlumOS, you can contact the following X-accounts (‘ゲームで見るITの世界’).
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
全体としては(特に表クリア前までは)とても楽しいゲームだった。 宝箱から金しか出ない序盤はやや単調だが、非売品装備が出るようになると一気に楽しくなる。 ボリュームが少ないからってのもあるかもしれないが、手に入ると一気に強くなれるような装備品も多くて宝箱を開けるワクワク感が強めだった。 だが不満点もあった。 ・強力なイベント装備を没収される しかも裏も入れれば2回も。 せっかく強くなって気持ち良く戦ってたのに、その装備を奪われて弱体化するのは単純に楽しくない。 イベント装備を手に入れるまで使ってた装備を売っちゃってたらどうすんのよとも思うし。 まあロト装備や源氏装備を没収された経験は無いので斬新な展開を考えたかったのかもしれないが、正直これは面白さに繋がっていないと感じた。 ・裏のラスボスでいきなり強くなる その直前のボスと比べて飛躍的に強くなり、必要以上のレベリングをしていなかった場合なすすべもなくやられる。 それ自体はまだいいのだが、問題はその戦いで要求されるのが強装備よりも耐性装備で、それらを既に入手していた場合、やれることが長時間の脳死レベリングしか無いということ。 装備掘りが楽しいゲームだったのに、最後の最後でこうなってしまったのは残念だった。 色々言ったが全体としては気にいったので既に発売している2も買うつもりだが、このへんが改善されていたら嬉しいなと思う。
アンティーカの名の通り、WizardryとFFにインスパイアされた古典派RPG。 魔法のレベル制やアーマークラスなど一部の人を除いて馴染みが薄いシステムはあるものの、全体的には遊びやすい現代のゲームに仕上がっている。 シナリオは薄味だがそれ故に攻略のテンポは良いし、ドット絵とBGMもしっかり作られている。レトロ風ゲームをつまみたいときにおすすめ。 難易度ハード限定のボスがいると聞いたので初見でハードを選んで最後まで攻略した。 一つだけノーマルより大変な戦闘があるが、他は大して困らなかったので完全攻略したい人はいきなりハードで進めても良いだろう。 しかしクリア後のおまけ要素とはいえ、ハード限定ボスがいることは難易度選択の時点で明記して欲しいと思った。 もともとはハード自体が2周目限定だったらしいが、カジュアルさが売りのゲームで2周目をやるプレイヤーはそう多くないのでは? 全ボス倒したいからいきなりハードでやるプレイヤーも多くないのでは?そうかも。 個人的な話は置いておくとして、低価格で楽しめる良いゲームだった。
挺有以前老游戏的糟粕味的,直接唤醒走ff1那个b地牢的ptsd。除此之外也带了点自己的小巧思,不是完全的仿作。结合了一些drpg的元素(虽然主体还是jrpg的感觉),还是挺有意思的。 总的来说,算是甜品良作,传统但也并非毫无亮点。不过确实不符合现代习惯,所以只推荐给怀旧党。 通关感想:迷宫层数很少,内容量较少,推荐打折入。 赶紧把2的官中端上来吧,还没赤够。(更新:2有官中了,好耶,即刻品鉴) —————— 算不上攻略的小提示: 1.复活同伴需要钱,全灭后会清空金币,但游戏没有银行系统。可以存几个高价道具作为保险,需要时才卖掉。 2.小怪基本上没有抗性这种东西,针对性上异常的收益很高。此外绝大部分boss都有自己的弱点(只要不抗就算弱点),即使抗咒文的情况下也能用卷轴上异常。所以带个主教很有用。
I went into this expecting this to be a mix of Wizardry with Final Fantasy on the NES. What I wasn't expecting is to have such a good time with it. It's very basic, you build a party of 5 characters to explore a dungeon to find 5 pieces of legendary gear. While the dungeons themselves aren't randomly generated, there is a random element of chest appearing everytime you go deeper, and the enemies get harder and the loot gets better. It's a simple premise and it doesn't deviate too far from that, but it's a game that knows what it's doing and keeps a very tight scale and scope. It has just enough systems in play to make the 3-4 hour playtime interesting without dragging on too long. The various classes have enough to keep party composition interesting but not so complex that it feels out of place for the era its trying to emulate. The story is enough to give you a basic motivation but doesn't get in the way of the gameplay. If there was any criticism, it's mainly due to the fact that despite going for an 8-bit aesthetic, it doesn't lean too heavily on being period accurate to the consoles of the era. There aren't any real sprite limitations beyond using a limited palette, the music is seemingly accurate but doesn't take advantage of any of the tricks that developers used back in the day, text, such as character dialogue or information about items or gear is limited but not in the way something like a RPG would be back in the day, it feels very 8-bit in spirit but ultimately not in practice. Which wouldn't be an issue other than I feel like if you weren't strictly limiting yourself to that era, then it makes the lack of robustness far more noticable. But that's a very minor nitpick that shouldn't effect your enjoyment of the game as a whole.
Sweet mishmash of early JRPGs with early Wizardy. The aesthetics are resolutely retro while the mechanics blend in modern sensibilities with the simplicity of yesteryear. In particular Dungeon Antiqua respects the player's time and doesn't overstay its welcome. I'm somewhat of a slowpoke when it comes to gametime and I've taken 20 hours to go through all there is the offer with the exception of hunting for a couple of very rare items. Surprisingly the game manages to establish some lore with very few words that is simultaneously traditional enough to maintain the classic vibes while being strange enough to pique my curiosity.
WizardryをFFの見た目で遊べるコマンドPRGです。 2作目の方を先にプレイしてからの感想ですが、こちら側の方がよりWizardry感あって個人的に好きです。 難易度ノーマルとハードが選べますがハードの方が簡単まであると思います。 というのもハードの方が経験値取得量が多くレベルが上がりやすい。 このためプレイ時間という面でもハードの方が短縮できると思いますね。
A short and sweet light Wizardry sort of game from a Final Fantasy 1-ish perspective. The postgame gets rude, but that's fine and appropriate for Wizardry. Gentle, even.
Dungeon Antiqua is a dungeon-crawling role-playing game developed and published by Shiromofu Factory that embraces old-school RPG design while making thoughtful adjustments for modern audiences. Built around exploration, party building, and steady progression through dangerous labyrinths, the game channels the spirit of classic dungeon adventures without feeling trapped in the past. It captures the appeal of older role-playing experiences where preparation, patience, and gradual improvement mattered more than cinematic storytelling or constant spectacle. From the opening moments, Dungeon Antiqua establishes a strong retro identity. Pixel visuals, classic menu systems, and nostalgic audio presentation immediately communicate its inspiration. Rather than modernizing traditional dungeon-crawling structure with large-scale cinematic ambitions, the game focuses on refining the formula that made earlier role-playing titles memorable. Exploration takes center stage while progression systems create long-term motivation. The gameplay structure revolves around assembling a party and venturing into dangerous dungeons filled with enemies, treasures, and opportunities for growth. Progress comes gradually through repeated exploration and careful planning. Each journey into unfamiliar territory carries risk, but overcoming those dangers creates a rewarding sense of advancement that steadily builds over time. Party customization serves as one of the strongest parts of the experience. Players can construct teams from multiple classes and professions, allowing flexibility in how encounters are approached. Building a balanced group becomes an important strategic consideration. Offensive specialists, defensive characters, and utility-focused members all contribute toward creating effective combinations. The game encourages experimentation rather than forcing specific solutions. Different party setups produce different strengths and weaknesses, allowing players to adapt progression according to personal preference. Some may favor durable defensive groups capable of surviving extended exploration while others focus on aggressive offensive builds designed to eliminate threats quickly. Dungeon design also contributes heavily to replayability. Procedural generation systems help maintain unpredictability during exploration, ensuring that repeated journeys continue offering fresh situations rather than relying entirely on memorization. The constantly changing layouts strengthen the sense of discovery while encouraging adaptation and planning. One of Dungeon Antiqua's greatest strengths comes from how effectively it balances retro design philosophy with modern convenience. Older dungeon crawlers often carried interface frustrations or cumbersome mechanics that newer players may struggle to revisit today. Dungeon Antiqua respects classic foundations without blindly reproducing outdated limitations. Navigation and progression remain approachable while preserving the deliberate pacing that defines the genre. Combat follows a straightforward structure focused more on preparation and decision-making than mechanical complexity. Battles reinforce progression naturally while supporting long-term party development. Character growth remains satisfying because improvements become noticeable over time, creating motivation to continue pushing deeper into increasingly dangerous areas. The pacing rewards persistence. Dungeon Antiqua does not rush players forward constantly or overwhelm them with rapid progression systems. Advancement feels earned through exploration, resource management, and understanding how systems interact. That slower structure creates a stronger sense of accomplishment when difficult encounters are finally overcome. Atmosphere also plays an important role throughout the experience. The retro-inspired soundtrack complements dungeon exploration effectively while reinforcing the game's nostalgic identity. Music supports quieter moments of exploration as well as more dangerous encounters, helping strengthen immersion without overwhelming the overall presentation. Visually, Dungeon Antiqua embraces simplicity confidently. The pixel presentation remains readable and functional while maintaining strong nostalgic appeal. Rather than competing through technical complexity, the visual style supports gameplay clarity and reinforces the game's classic role-playing influences. The experience may feel intentionally restrained for players seeking heavily narrative-driven adventures or cinematic role-playing experiences. Story elements remain relatively light, placing greater emphasis on progression and exploration rather than dramatic storytelling. Players expecting modern blockbuster presentation may find the focus narrower than anticipated. Dungeon Antiqua instead succeeds through understanding its strengths clearly. The game trusts dungeon exploration and party development to carry long-term engagement rather than relying on constant spectacle. That confidence allows the core systems to remain the central attraction. There is also a satisfying rhythm to progression that becomes increasingly rewarding over time. Exploring dangerous areas, gathering rewards, strengthening characters, and preparing for deeper challenges creates a gameplay loop that remains engaging because improvement feels steady and meaningful. Shiromofu Factory built a role-playing experience that respects classic dungeon-crawling traditions while making them approachable for newer audiences. Dungeon Antiqua succeeds because it understands what made earlier dungeon adventures compelling while avoiding unnecessary complexity. Players who enjoy retro-inspired RPGs, party-building systems, dungeon exploration, and slower progression built around persistence and strategy will likely find considerable value here. Dungeon Antiqua may draw inspiration from older generations of role-playing games, but its careful balance between nostalgia and accessibility helps it remain enjoyable for modern players as well. Rating: 8/10
有りそうで無かった懐かしい昔風のいいとこどりなお気楽ダンジョンRPGです(WiZ+FF)。今の見た目綺麗だけど面白さが薄い今風のゲームに疲れた人に、サクッとRPG本来の手探りな感じと程よい難易度が楽しいゲームです(かといって面倒ではないです)。 最初に知っておくと便利なことは、僧侶のL4リターン(町に帰還)で帰りが一気に楽になります。 次にまほうつかいのL6のテレポート(探索済みダンジョン指定位置ワープ)で、最深部に一気にワープでプレイ再開がグッと楽になります。
往年の名作へのリスペクトを感じます。 それに伴って難易度の高さや不親切さを感じるものの それすらも懐かしさを感じて楽しめます。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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