
A Daily Extraction Roguelike Dungeon-Crawler. Play the same dungeons as everyone else, once a day. Select your gear and delve into dungeons, attempting to escape with the loot you obtain. Inspired by classical roguelikes of decades past, but with a modern interface and metagame.
Modeled estimate, not a reported figure. How we estimate →
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About
The Freeport Delving Company Ltd offers honest work for desperate people.
When the money-hungry capitalists from the city of Freeport found The Deepstone — an ancient warren of unmapped dungeons & caves a thousand years in the making, they did precisely what you'd expect - turned to the gig economy to make themselves rich!
Play as one of the many contractors for The Company and explore a dungeon a day in an attempt to make your fortune looting the ruins of long-dead civilisations - or at least scrape by while the company you’re contracted to gains value for its shareholders.
Sign your contract, step below the city, and see if you can make it back with a satchel full of loot — or at least still breathing.
You didn't come to Freeport Hollows to get rich. You came because you'd run out of better ideas.
Whatever you bring back, you keep. Whatever the dungeon keeps, it keeps forever.
Dungeons of Freeport is a play-once-a-day, turn-based dungeon crawler set in a low-fantasy world, with a focus on survival, combat, crafting, exploration and risk management. Spend your mornings in the growing company town of Freeport Hollows, preparing your equipment for the delve ahead before selecting one of three daily dungeons of varying challenge levels to loot.

Each trip into a freshly found dungeon, cave or mine in The Deepstone is its own unique challenge. Light matters. Noise matters. Ammunition matters. Engage enemies for think you can beat — or sneak by them if you can't. Find cracks in stone walls with your torches or lanterns to break your way into hidden secrets. Avoid traps, defeat monsters such as the unsettling Flaymonkey, the adorable Biscuitwyrm, or the mythical Zillaclaw. But push too deep without enough supplies or strong enough equipment and you may not come back at all.
You may be sure you can make it out with your satchel laden with valuables, but try not to die - if you do, the dreaded Junklings will take it all before even the town’s experienced Delvers can drag your sorry carcass back to town. Your character persists — but your gear might not.

Waking up of a morning in the Cat & Crucifix Inn, you can prepare yourself for the day ahead while the townsfolk settle in to their routine of cheap ale, cheaper food and the kind of grumpy conversation you'd expect from people stuck at the nastier end of capitalism.
Store your ill-gotten money in the bank. Stash loot and other heavy items in your private chest at the inn. Buy new gear and stock up on healing salves, balms and potions. Break down broken kit or smelt it down into raw metals, turning the results into something new for yourself — or just to sell for money.
Then your daily delve begins — a one-way trip into the depths, hoping you’ll come out with enough gear to do it all again.
Gradually turn your struggling adventurer into a seasoned dungeoneer — and if you do it long enough you may even be able to buy a house in town!

An Extraction Roguelike — get as deep as you can, choosing when it’s time to get out with what loot you’ve acquired… or maybe try to clear the dungeon entirely, if you dare
Turn-based dungeon crawling with a strong classic roguelike feel
Your home base is the town of Freeport Hollows, a bespoke township with shops, banking, contracts and citizens to chat to
Procedurally generated dungeons with different biomes, each with unique room types and ecological character
Every player gets the same dungeons each day — see how you fare against others!

Turn-based melee and ranged combat with ammunition, stealth, and secrets to find
Deep crafting systems — alchemy, metal smelting, and weapon construction
Light and visibility systems that affect navigation, danger, and exploration
Retro ANSI aesthetic — rendered in Codepage 437 with a 16-colour palette, in the tradition of classic DOS & Unix roguelikes
Keyboard and controller support

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 28 reviews with recorded playtime.
Reviews
Very barebones. It feels like the one play per day limit is only there so it takes longer for you to realize it's so shallow.
ハードダンジョンのパーフェクトを連続で出せるようになり、そろそろベテランDungeoneer(ダンジョン+エンジニア?)を名乗ってもいいと思うのでレビューを書きます。 ストアの説明通り、Dungeons of Freeport(DFP)はエクストラクション型のダンジョンクロウラー。ゲーム自体は非常にシンプルで、複雑なキャラビルドとか最下層で待ち構えている大ボスみたいなのはいない。無事にダンジョンから生還して戦利品を持ち帰り、アイテムをクラフトして売却して、ちょっとずつ利益を出していくのが日課となる。 最大の特徴は1日に1度しか挑戦できないこと。ゲームの進み具合が制限されていることと、エクストラクションゲームの「絶対死にたくない心理」がうまく嚙み合って、ある意味で異様な緊張感をもってプレイすることになる。ちなみに1度だけうっかり死亡したことがあるが、翌日まで同じキャラでログインできなくなるので、絶対に死んではいけない。 本作では空腹度がないかわりに光源が生命線となっている。明かりがないと罠を発見できず、壁に隠されたシークレット部屋を見つけることができないからだ。プレイヤーは「1度通った場所では松明を消して節約する」とか「雑貨屋で予備の松明を買っておく」といったテクニックを身につけていく必要がある。 一応プレイヤーキャラにはパッシブのMeleeスキルとRangedスキルがあり、最初はまったく当たらない攻撃も、日に日に命中率が上がるようになっている。デイリーでちょっとずつ遊ぶゲームとしては、プレイヤー自身に要求される技術とか知識量は多すぎず、スキルプログレッションもちょどいい進み具合だと思う。 あえて欠点を挙げるなら、効率の良いプレイを目指すと早い段階でゲームの限界が見えてくることだろう。ちゃんと稼いでいれば2週間以内に必要最低限のアイテムはそろっているだろうし、中級くらいの装備品でハードダンジョンを攻略できるようになってくる。回復アイテムも最高ランクのポーションは売ったほうが儲かるし、自分で使う分はランクの低いポーションで十分だったりする。荷物の整理も面倒なので「売れるアイテムのクラフトに使う素材」だけを持って帰るようになり、そうなるとゴミ拾いゲームとしての魅力はなくなる。 このゲーム最大の価値は、エクストラクション+ローグライクの組み合わせの面白さをシンプルに提示してきたことだ。ストーンシャードとかクアージモーフがやろうとしたけど、なんか複雑になってしまった要素を手軽に体験できるのは良いと思います。
A game you can't binge, you can only delve into the perilous dungeons once per day! It's really fun and the dungeon generation is more interesting than your usual "boxes and hallways". Well worth checking out if you love traditional dungeon crawlers but wished you could play on your couch as it works fantastically with a controller. Note: I did hit an issue inputting my characters name. For some reason the game didn't like the Steam virtual keyboard. I worked around this by rebinding my select key to the character I wanted to type over and over again. You could also create your character on a computer with a keyboard first. This was on Fedora 43 running Cinnamon X11
Cool concept, but the game is basically vaporware. If you've watched the trailer you've experienced 90% of the content and dialogue. There are about 5 weapons and 3 enemies in the entire game. "Deep crafting systems" is just dagger and healing potion. In hindsight the other reviews seem AI generated -- this would make a great gamejam entry, it's absolutely not a full-release title.
This is a great game that you start daily and delve one or more dungeons/caves, sell the loot, improve your gear and start over again tomorrow. Since you can only play one cave/dungeon instance once per day, there is no fear of missing out if you dont constantly play. All players get the same daily caves, which allows players to cooperate and discuss the caves outside the game. The controls are good, controller works great and it is easy to move around in the world and caves. It is a turn based game so you have the time to ponder your next move if neccessary. The game has a delightful light humour, which reminds me of Lucas Art games from ancient times. There are daily three different caves with increasing difficulty that changes every day, that you can explore. Once you explore a cave, you can't access that cave again until the next day. The difficulty between the caves are good, One can't simply play the hard cave instance without the proper know-how and tools. This is a game that you play in "short" sessions (depending on how much you want to do) but you will keep playing it for the long run. It is not a sprint, it is a marathon and I highly recommend it.
First delve complete (failure), and itching to come back tomorrow to try again. There's just enough closed off areas in the overworld that I want to access, and uncover more of the world's lore. The characters I've met so far are entertaining, and I'd like to get to know each of them better. I'm so stunned with how traversable and interpretable a world of this fidelity is; I've never played anything like this (e.g. Rogue / Dwarf Fortress) so was initially daunted, but quickly my fears fell away. Absolutely recommend!
Dungeons of Freeport is really brilliant; I fell in love with the graphics shown in the trailer (the UI and the town just looked really cute, and that a lot of heart went into both) and was rewarded with the actual game matching my expectations: the town is very cute, I love how the signs pop up with cute little graphics, I love how you can interact with all the townspeople and see them go about their routines, I love how there are just a bunch of extraneous details; and the gameplay too: it plays very well on a controller (my hands are fried for keyboards), has a very streamlined roguelike experience that feels like a mix of classic rogue with the junk-loot of extraction games, and the dungeons often (so far) boil down to: "getting into melee range likely means you just die in one hit without OK items, so use ranged combat until you run out of ammo and then either scram or risk melee"; the 1/run day is satisfying even if a delve gets completely botched. The only complaint is that I'm starting to feel, fairly early on, that I might be scratching the limits of content currently; I still haven't bought my house, though, but it mostly seems that the bestiary isn't too big nor the full list of items/gear too interesting (I don't think there are any magick artefacts or things like that; but maybe) -- so my hope/wish as a fan and lover of Dungeons of Freeport are just for some expansions to the item list, bestiary, and perhaps a bit more life for the town of Freeport itself. Otherwise a huge fan, look forward to my delve every day.
I can see myself playing this game for a long time. The design and writing are excellent with tons of humor. And the concept of only being able to do one quick run per day is very appealing to me, since I don't have much time to play but I enjoy thinking about strategies for the next day. The dungeon bested me today, but tomorrow I'll emerge victorious.
A lovely combination of genres and systems. It is classic Rogue with some useful modernisation, a bit of cheeky worldbuilding, and a brilliant "daily dungeon" hook. I'm playing daily and expect I will be for a long time to come.
The daily dungeon and extraction elements add a lot of excitement to a quick, simple roguelike. A good time!
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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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