
Turn-based dungeon crawl, every step advances foes; stealth, noise, and light matter. Procedural rooms mix traps, mimics, locks, loot; combat is gear-driven with augments, consumables, and breakable durability. Between runs use town to shop, craft/repair, vault gear; death drops your pack.
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Dunjinn is a deliberate, turn-based crawl where every step advances enemies, so stealth, noise, and light control matter. Procedural floors mix rooms, winding halls, traps, mimics, locked doors, and loot that drops to the ground if your 20-slot pack is full. Combat runs off a gear-driven action bar: melee, ranged, shields, augments (teleport, cloak, barrier), accessories, and consumables add abilities with cooldowns and status effects; durability can shatter weapons or armor mid-fight. Light sources burn fuel and affect vision and detection. Between dives the Free Quarter is your safe loop: rest at the inn, shop only common gear, craft/repair/upgrade with salvaged essence, appraise unidentified finds, and stash extras in a 50-slot vault. Death wipes what you carry but not your vault or progress—push deeper for rarer drops, essence, and nemesis encounters.
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Languages: English
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It has potential. As of right now I dont see any clear objective so its quite hard to follow what to do. But i think it could be great
Sıra tabanlı zindan keşfi, her adımda düşmanlar ilerler; gizlilik, gürültü ve ışık önemlidir. Prosedürel olarak oluşturulan odalar tuzakları, taklitçi yaratıkları, kilitleri ve ganimetleri bir araya getirir; savaş, geliştirmeler, sarf malzemeleri ve kırılabilir dayanıklılık ile ekipman odaklıdır. Koşular arasında alışveriş yapmak, eşya üretmek/onarmak ve ekipmanınızı kasaya koymak için kasabayı kullanın; ölüm çantanızı düşürür.
免费 没中文 没成就 灯影地城 《灯影地城》是一款节奏沉稳的回合制爬塔游戏,你的每一步都会推动敌人行动,因此潜行、噪音与光源管理至关重要。程序生成的楼层会混合房间、蜿蜒走廊、陷阱、拟态怪、上锁房门,以及当你 20 格背包满时会掉落在地上的战利品。 战斗基于 “齿轮驱动” 的行动条:近战、远程、盾牌、强化(瞬移、潜行、屏障)、饰品与消耗品都会提供带冷却与状态效果的能力;耐久度可能在战斗中让武器或护甲直接碎裂。光源会消耗燃料,并影响视野与被发现概率。 下潜之间,“自由区” 是你的安全循环:在旅馆休息,只出售普通装备的商店,用回收的 “精华” 制作 / 修理 / 升级,鉴定未辨识物品,并在 50 格仓库中存放多余物资。死亡会清空你身上携带的东西,但不会清除仓库或进度 —— 深入更底层以获取更稀有的掉落、精华,以及与宿敌的遭遇。
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I disagree that separating combat isto an extra menu is a good solution. Tutorial is a boring wall of text. Surely players love reading 8 screens in a broken font explaining the basic mechanics. Level generator puts random doors that lead to nowhere inside square rooms and it is kinda confusing. On the other hand, this little one has ideas worth your attention. I was positively surprised by different skillsets for different weapons. Generally speaking there are many more clones of rogue that are better than this. But how can I even be mad at a free game?