
《Horror Dungeon》 is a first-person survival horror game developed by an indie developer. In this game, you play as an investigator sent to survey an unknown location. During the investigation, you become trapped and must explore the area, find tools, and gradually locate the exit to escape.
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About
This is a first-person survival horror game.
Use items to solve puzzles and progressively find an escape route. While searching for the exit, you cannot attack monsters—only avoid them.
The protagonist is an investigator who has been looking into multiple "missing persons cases" in recent years. As the investigation deepens, the protagonist discovers that these incidents are linked to an unknown organization. After piecing together the evidence, all clues point to an abandoned dungeon. Determined to uncover the truth, the protagonist decides to venture into the dungeon alone. Upon entering, the protagonist stumbles upon a major disaster. During the exploration, an unknown life form is encountered, posing a serious threat. To survive, the protagonist must press forward despite the danger.
Due to limited personal translation capabilities, if you encounter any localization errors in the game, please contact the developer via email.
You can adjust the game's difficulty according to your preferences.
As I am unsure about the exact minimum specifications, I can only provide the configuration of my personal computer used during development as a reference. Throughout the development process, I have strived to optimize the game's scenes.
《Horror Dungeon》contains intense violence, blood, and gore.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Russian, Japanese, Polish, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Korean
Reviews
[h2]一部想法大于乐趣的...试验品?[/h2] 游戏看开发商名字像是人名拼音啊,b站也有官号,看起来像是个人开发者在做。 应当说明,虽然这款游戏从宣传图到实际游玩内都透着满满的廉价感(实际上也确实廉价,大多场景物件基本上是虚幻引擎免费素材堆叠,好多东西基本上是和前两年比较火的坤坤night如出一辙),但在游玩的过程中也能看得出来作者还是希望把解谜做得并行一些的,像生化2重制这种女神雕像、四色门、保险室案件这种互相嵌套的解谜,而不是单纯的一个一个解这种单线模式。 像一开始的门厅这种上锁的门和缺失的拉杆其实私以为会是一个好的解谜整体的开端,但可惜也许受制于技术力或者精力吧,后面基本上仍然是偏单线性的,期望多少有点落空,所以解谜的乐趣其实是要打折扣的。 至于恐怖氛围这块,私以为中规中矩吧,音效再加上黑咕隆咚的环境也还可以,就是随处可见的骨头架子这些个明显的免费素材有点幽默……另外就是怪物给人的感觉个人觉得猎奇大于恐怖,对我来讲是单纯让我恶心的东西(这玩意还在封面上),也可能是确实没钱捏一个特别有范的怪物吧。 另外比较贴心的是开始游戏前作者给了一个巨细无遗的选项设置,包括敌我强度和资源管理等等,我觉得是一个很好的巧思。 总而言之呢,就是一部确实有想法,但是没什么游玩乐趣的作品,毕竟个人的能力上限还是太低了。个人给作者的一点建议是,如果真想坚持把游戏之路做好的话,在不十年磨一剑式的死磕的情况下还是拉人成立工作室或者入职有点规模的厂商是比较好的办法。当然,我这也是站着说话不腰疼,在此为我的狂妄致歉,总之给个鼓励性的好评吧。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
HorrorDungeon, developed and published by XUZHIHAO, is a minimalist survival horror experience that leans heavily on tension, confinement, and uncertainty rather than spectacle or mechanical complexity. It places players in a dimly lit dungeon where the environment itself feels oppressive, using tight corridors and limited visibility to create a persistent sense of unease. From the outset, the game makes it clear that it is not aiming for large-scale storytelling or elaborate systems, but instead for a focused, stripped-down approach to fear. The gameplay centers on exploration under pressure. Players move cautiously through interconnected dungeon spaces, uncovering paths while remaining alert to potential threats. The pacing is deliberately slow, encouraging careful observation rather than impulsive action. This design choice works in the game’s favor, as it allows tension to build naturally. The fear is not generated through constant action, but through anticipation—the feeling that something could happen at any moment, even when nothing is immediately visible. This restraint gives the early portions of the game a strong sense of atmosphere, drawing players into its unsettling rhythm. Encounters with danger are spaced in a way that emphasizes unpredictability. Rather than overwhelming the player with frequent attacks, the game introduces threats sparingly, making each one feel more significant. This approach reinforces the idea that the dungeon is not just a static environment but a living space with hidden dangers. However, while this design initially creates effective tension, it begins to lose impact over time due to limited variation. Enemy behavior and encounter structure do not evolve significantly, which can make later sections feel less engaging once the player becomes familiar with the patterns. Mechanically, the experience remains intentionally simple. Interaction is limited to movement, basic environmental engagement, and survival-oriented decision-making. There are no deep progression systems or complex mechanics to master, which keeps the focus squarely on atmosphere and navigation. This simplicity makes the game accessible, but it also restricts its depth. Once players understand the core loop, there is little in the way of new systems or challenges to keep the experience feeling fresh, which can lead to repetition during extended play. The visual presentation reflects the game’s minimalist philosophy. Environments are dark and often intentionally obscured, with lighting used sparingly to highlight key areas or guide the player forward. While the graphical fidelity is modest, the use of shadow and limited visibility contributes effectively to the sense of isolation and vulnerability. The dungeon layout, though somewhat repetitive, reinforces the feeling of being trapped in a confined and disorienting space. It is not visually diverse, but it serves its purpose in maintaining a consistent tone. Audio design plays a crucial role in shaping the experience. Ambient sounds—such as distant echoes, subtle movements, and environmental noise—are used to create tension and provide cues about potential threats. The absence of a constant musical score allows these sounds to stand out, making silence itself an important element of the game’s atmosphere. This restrained use of audio enhances immersion, as players are encouraged to rely on sound as much as sight when navigating the dungeon. Where HorrorDungeon falls short is in its overall scope and longevity. The initial atmosphere is effective, but the lack of evolving mechanics, environmental variety, or deeper systems limits its staying power. The experience can begin to feel repetitive once its core elements are fully revealed, and there is little to sustain long-term engagement beyond the initial tension. It feels more like a contained horror scenario than a fully developed game, offering a specific type of experience rather than a broad one. Despite these limitations, the game demonstrates a clear understanding of how to build tension through restraint. It does not rely on excessive jump scares or constant action, instead focusing on mood and pacing to create unease. For players who appreciate minimalist horror and are willing to accept a more limited scope, it can provide a focused and occasionally effective experience. For others seeking variety, depth, or more dynamic gameplay, it may feel too narrow in its design. In the end, HorrorDungeon is defined by its simplicity and intent. It succeeds in creating moments of genuine tension through atmosphere and careful pacing, but its lack of variety and mechanical depth prevent it from sustaining that impact over time. It is best approached as a short, atmospheric experience rather than a long-term engagement, offering a glimpse of what can be achieved with minimal tools, even if it does not fully expand on its ideas. Rating: 6/10
光影不错,材质清晰。音效应景。有大量难度细节设置,比如无限手电筒,是否出现全黑时刻,是否出现噪音陷阱等等。 有中文,有成就。 建议增加视角转动惯性关闭选项。 建议增加动态模糊关闭选项。 建议所有文本增加双语或者随语言设置显示对应语言。 建议所有对白以主角第一人称心里描述描写,比如池塘交互写着“你不能去那里”,很出戏。 建议在鼠标左键交互的基础上增加E和F的交互同时绑定。 建议增加所有交互判定区域。 建议去掉所有不能开启的装饰性宝箱。 建议开场设置改成勾选,而非二选一。 ⣿⣿⣿⣿⣿⣿⣿⣿⠿⠛⠋⠉⠁⠄⠄⠈⠙⠻⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⠟⠁⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠙⢿⣿ ⣿⣿⣿⣿⡿⠃⠄⠄⠄⢀⣀⣀⡀⠄⠄⠄⠄⠄⠄⠄⠈⢿ ⣿⣿⣿⡟⠄⠄⠄⠄⠐⢻⣿⣿⣿⣷⡄⠄⠄⠄⠄⠄⠄⠈ ⣿⣿⣿⠃⠄⠄⠄⢀⠴⠛⠙⣿⣿⡿⣿⣦⠄⠄⠄⠄⠄⠄ ⣿⣿⠃⠄⢠⡖⠉⠄⠄⠄⣠⣿⡏⠄⢹⣿⠄⠄⠄⠄⠄⢠ ⣿⠃⠄⠄⢸⣧⣤⣤⣤⢾⣿⣿⡇⠄⠈⢻⡆⠄⠄⠄⠄⣾ ⠁⠄⠄⠄⠈⠉⠛⢿⡟⠉⠉⣿⣷⣀⠄⠄⣿⡆⠄⠄⢠⣿ ⠄⠄⠄⠄⠄⠄⢠⡿⠿⢿⣷⣿⣿⣿⣿⣿⠿⠃⠄⠄⣸⣿ ⠄⠄⠄⠄⠄⢀⡞⠄⠄⠄⠈⣿⣿⣿⡟⠁⠄⠄⠄⠄⣿⣿ ⠄⠄⠄⠄⠄⢸⠄⠄⠄⠄⢀⣿⣿⡟⠄⠄⠄⠄⠄⢠⣿⣿ ⠄⠄⠄⠄⠄⠘⠄⠄⠄⢀⡼⠛⠉⠄⠄⠄⠄⠄⠄⣼⣿⣿ ⠄⠄⠄⠄⠄⡇⠄⠄⢀⠎⠄⠄⠄⠄ ⠄ ⠄ ⠄⠙⢿ ⠄⠄⠄⠄⢰⠃⠄⢀⠎⠄⠄⠄ ⠄ ⠄ ⠄⠄ ⠙⣿
打开密码门之后,进入到另一个地方,结果手电筒不见了,一片漆黑,怎么玩?
헤헤 재밌당 ㅎㅎ
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