
Dungeon of Rikka is a turn based Rogue-like game with the goal to save your village from the impending doom of the beast that's been sealed away to rot in the deepest corner of the Dungeon. The beast will break his shackles and ascend the Dungeon, becoming stronger the longer you take to get to him.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
People don't judge it on graphics this game is amazing for 89 cents I don't see why you wouldn't at least buy it to try I mean 89 cents is 89 cents but for a game even if you don't like it not losing much. Any retro gamer/roguelike fanatic needs like to add to their collection. Surprisingly difficult.
Not to my taste. I did not enjoy this game. It is very simplistic and basic with very few options and skill choices. It is also very hard, so expect to die all the time and start over from scratch. Maybe it was more interesting if there was some continuity or improvement after each failed try. A couple of runs were enough for me to exhaust the experience.
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I wish I could give this a neutral rating. This is a solid roguelike experience, but it doesn't do anything novel or interesting with the formula. If you can get past the art, and you want a bare bones roguelike, then get it. But, personally, I'd rather spend my time on a different roguelike.
Nothing really great here. The idea that a monster is breaking through is interesting, but the game just doesn't feel good to play.
The only way I found to play this game was to Exit and reload over and over again. At first things will go fine but then you can't go further. Shopkeepers rarely sell potions that heal or regenerate mana. They usually sell potion that harm you or are useless. Once you get farther in the game, the shopkeeper will usually be dead anyways because the monsters are stronger than the shopkeeper. To equate things, the shopkeeper is usually stronger than you are. If you run into a monster that uses a crossbow, just go ahead and reload and try again because you will end up with no hitpoints and unable to get health. What do you get if you beat the final monster? The game locks up. *laughs*
Постійно наштовхувався на цю гру, але візуальний стиль та ціна відштовхували. Але побачивши знижку на 90 процентів вирішив потратити аж 10 гривень на цю забавку, та не пожалкував. Це простий roguelike, без якихось складних механік, але який досить приємно грається як раз тому що механіка не переускладнена. Графіка доволі страшна, але при цьому предмети та екіпу відображаються на персонажі та ворогах що приємно. Грати не дуже складно, це не хардкорний рогалік, але сильно ловити гав теж не треба. Гра не геніальна, але на розпродажу можна взяти без всякого сумніву.
Simple design, difficult but correct for 4 €.
Dungeon of Rikka is a compact but thoughtfully designed turn-based roguelike that draws heavily from classic dungeon-crawling traditions while introducing a few distinctive twists that give it its own identity. Developed and published by Poorly Drawn Squid, the game centers on a looming threat sealed beneath a quiet village, placing the player in the role of an adventurer tasked with descending into a dangerous dungeon to prevent an ancient beast from awakening. While the premise is simple, it provides a clear sense of urgency that shapes both gameplay and decision-making throughout each run. At the heart of Dungeon of Rikka is a traditional roguelike structure built around turn-based combat, procedural dungeon layouts, and permanent death. Players choose from several distinct character classes at the start, each offering a different playstyle and strategic focus. Attribute allocation and skill selection immediately establish the tone of a run, encouraging players to think carefully about how they approach combat and survival. The game embraces old-school RPG sensibilities, from grid-based inventories to stat-driven progression, evoking a nostalgic feel that will resonate with fans of classic dungeon crawlers. Combat is deliberate and tactical rather than flashy. Every encounter requires consideration of positioning, ability usage, and resource management. Enemies are varied enough to keep players alert, especially as deeper dungeon levels introduce foes with more complex behaviors and resistances. The skill system allows for meaningful customization, with a wide range of abilities that can dramatically alter how a character performs in battle. Combined with a large pool of items and equipment, this encourages experimentation and rewards players who learn how to synergize their tools effectively. One of the game’s most interesting mechanics is the ticking clock tied to the dungeon’s central threat. As time passes and the player ventures deeper, the sealed beast grows stronger, increasing the difficulty of the final confrontation. This creates a constant tension between preparation and urgency. Spending too long grinding for better gear may leave the player stronger in the short term but ultimately make the endgame more dangerous. This system adds a layer of strategic pressure that differentiates Dungeon of Rikka from roguelikes that allow unlimited, consequence-free exploration. Exploration itself is shaped by procedural generation, ensuring that each run feels different even when revisiting familiar themes and enemy types. While the environments follow a consistent fantasy aesthetic—caves, ruins, and underground chambers—the layout, loot placement, and encounter order change with each attempt. This randomness enhances replayability and reinforces the roguelike loop of learning through failure, adapting strategies, and gradually mastering the game’s systems. Between dungeon runs, the village hub serves as a brief moment of respite and progression. Here, players can manage equipment, sell loot, and prepare for the next descent. This loop of venturing out, returning stronger or wiser, and attempting another run is satisfying in its simplicity. Progress feels earned rather than handed out, and even failed runs often contribute to a better understanding of the game’s mechanics and pacing. Visually, Dungeon of Rikka opts for clarity and function over elaborate presentation. The art style is modest and retro-inspired, making it easy to read combat situations and inventory details without distraction. While it may not impress players looking for high production values, the visual restraint suits the game’s focus on mechanics and strategy. The audio design follows a similar philosophy, providing atmospheric background music and sound effects that support immersion without overwhelming the gameplay. Difficulty is an inherent part of the experience, and the game does not shy away from punishing mistakes. New players may find early runs challenging, especially when learning enemy patterns and managing limited resources. However, this difficulty feels intentional rather than unfair, rewarding patience, planning, and gradual mastery. Players who enjoy roguelikes for their challenge and replayability will likely appreciate this uncompromising approach. Overall, Dungeon of Rikka is a focused and earnest indie roguelike that delivers a satisfying blend of tactical combat, procedural exploration, and strategic tension. It does not aim to reinvent the genre, but it refines familiar ideas with enough care and personality to stand out. For fans of turn-based dungeon crawlers who value thoughtful mechanics, meaningful choices, and the thrill of overcoming long odds, Dungeon of Rikka offers a rewarding experience that punches above its modest scope. Rating: 5/10
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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