
Three heroes. Three entirely different games. Master unique abilities, dodge relentless bullet-hell attacks, and fight your way through ever-changing halls. Are you ready for the infinite depths?
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About
An evil lich as old as time itself lurks beneath the earth in ever-shifting halls. There they wait, building their horde of undead so that they may rule the world once again...
Before the lich can enact their plan, mighty heroes rise to face the most infamous dungeon of them all: the INFINICRYPT!!!
Play as one of three heroes, all with unique abilities, and dare to delve deeper and deeper. Will you pick the stalwart knight, the explosive mage, or the crafty rogue? Collect great riches and powerful artifacts unique to each character, ensuring no run will be the same!
Along the way, you might find altars to long forgotten gods and strange merchants where you might spend your newly acquired riches. Hearing their first prayer in centuries, you might find yourself to be the champion of dead gods!
Battle your way past hordes of undead and monsters wandering the halls. Fight the flesh and bones that lurk in the darkness, destroy their soul gems and ensure they never come back from the dead. Beware the squeal of the ratmen, for you aren't the only ones who have heard of the riches...
On your journey to defeat the lich, you must face off against the Lords of Death that serve them! Strike them down to draw out the lich themself!
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
Somewhere in the antithetical sea of modern roguelikes and traditional roguelikes, there is a forgotten third subgenre which links the two eras together. It's easy to tell Brogue apart from Enter the Gungeon; but by the time of Enter the Gungeon, what had changed since Nuclear Throne? The modern roguelike genre is basically the frog in the pot of boiling water, cranking up select features of predecessors so gradually that players don't even realise they're suddenly playing a spreadsheet simulator. Multiplicative stat increases, item synergies and evolutions, legendary drops, permanent number upgrades. I do love those kinds of games - just as I love traditional roguelikes - but neither category hits the same itch as what's between them. The Binding of Isaac Afterbirth is an amazing sequel, but at its heart it is nothing like the original Binding of Isaac. It's because in that lightning-in-a-bottle time for roguelikes, late 2000s to early 2010s, the transition into moden technology borrowed more heavily from Zelda; tight gameplay, discovery, and the joy of the unknown. Items and upgrades were cool, but they weren't dopamine hits partitioned out in increasing numbers - they were like the "down" part of the rollercoaster, the thrill in your chest when you see that amazing, rare thing. But the slow, ramping "up" parts were just as important, and when the games weren't about tracking your strength increases, these felt like satisfying adversity rather than annoying setbacks. All that to say; this game feels like a message in a bottle, left in that golden hour of roguelikes broaching the mainstream and still innovating to find their feet. Nothing is explained beyond the bare necessities, nothing is setting expectations or pressuring you to assess your avatar's build strength. Let all that go. It's about the music, the strange new enemies, the punchy combat, and the genuine curiosity about what the next room holds as you're continuously surprised. ...Hey, you hit your head pretty hard there. Percentage attack increase? Rate of fire synergy? Unlucky on shop spawns? What are you talking about? Come on, I just got a new ability that sounds fun. Let's go kill some undead.
Please check out this game! It combines old school Dungeon Crawling RPG ideas with action rogue-like game play and 8 bit polish.
I am not one to leave many reviews but this little gem of a game definitely deserved an exception (especially because of how fast the dev acted to solve the crashing issues that were plaguing it). The game is a little tribute to other dungeon crawling games like The Binding of Isaac, Crypt of the Necrodancer, Enter the Gungeon, etc and what surprises me is that it does not shy away from comparing itself with them and it offers a great deal of fun as well. The little upgrades you find along the runs are cool and many so you do not feel like you have seen everyhing there is to be seen. The characters play very differently and I especially appreciated that the game itself pushes you to try to be fast knowing perfectly well that trying to be fast is what might kill you in the end. This balance between going fast to get more rewards but risking more is one of the many ways this little game is so brilliant. The soundtrack is so catchy and old-school it makes me happy the whole time. What was missing for me but might not be an issue for most is metacurrency and progress between runs. It is not a big deal in this case because the runs are relatively fast but usually what keeps me coming back to these games is that I like to unlock new stuff and not having it might rub some people the wrong way (hopefully not many though because as I mentioned, it does not feel like it is a "must" for this game). In general if you feel like having a new dungeon crawler paying only a few bucks and which will have you smile from ear to ear then you are in for all of that and more with this one!
a masterpiece in Indie gaming. A beautiful Gem. An excellent find. Your mom. These are just some of the things you will say after playing this game. I know I did
I really enjoy this game! It's a fun dungeon crawler, and the music is awesome. I do enjoy rogue-likes, this is another game where i can easily pick it up, play a couple runs and just as easily put it back down. I like the visual and sound effects. I would definitely recommend it to anyone looking for a fun dungeon crawler. The character options provide a fun amount of variety, and its cool to see how the items differ between characters. The knight's sword can grow in size and power, the wizard picks up spell books, and I should probably play more as the rogue. I put quite a few hours into the demo of this game before it released and it's super cool to see how much new content has been added since the demo. The addition of new boss floors, more enemies, and more interactable rooms has made each run feel different and interesting.
The run begins by choosing one of three classic heroes. There’s the knight, who fights with a sword and carries a shield that can block both projectiles and damage. Then there’s the wizard, who relies on spells. Finally, the rogue focuses on fast attacks that can trigger powerful special moves once you build up combos. The game supports a gamepad, but I found it much easier to play and aim using a keyboard and mouse. Your main attack is mapped to the left mouse button, and you can simply hold it down for a continuous stream of attacks. The secondary ability sits on the right mouse button. The wizard stands apart from the other two because he attacks from range, while the knight and rogue have to get up close in melee. That advantage comes with a drawback though, since the wizard is limited by mana, which regenerates rather slowly. A wizard has a melee strike with his staff, but damage is weak. The other two melee characters can attack freely, but their secondary abilities come with their own limitations. The knight’s shield can only absorb so much damage before it needs time to recover, while the rogue relies on stamina that allows him to dash through danger. The wizard begins with a homing bullet spell, but that can be swapped for other spells found throughout the dungeon. You can carry two spells at once. Some of them are extremely powerful, but they also require more mana slots to cast, meaning you might only be able to fire them once or twice before waiting for your mana to recharge. The other two characters can unlock special attacks as well, although you first need to discover them during a run. Once you pick your character, the journey starts on the first floor. From there, the goal is simple: keep searching for the stairs that lead deeper into the dungeon. Each floor is randomly generated and made up of multiple rooms. Most of them are enemy encounters, though you will occasionally come across merchants, treasure rooms, or special challenge rooms. Speed matters a lot. In every standard enemy room, an orb slowly fills up over time. If it completes, traps activate and the fight becomes much more dangerous. Clearing the room before that happens feels rewarding, because when the final enemy falls the orb grants you a relic tailored to your character. Playing as the wizard means you’ll mostly see new spells. Even though you can only carry two at a time, you can decline a reward and it will transform into a different relic instead. The same idea applies to the other characters. As the rogue, you might gain increased dagger damage, new daggers with higher critical strike chance, effects that cause bleeding, or even short bursts of invincibility when performing a perfect dodge. The knight can find relics that strengthen his sword strikes, turn his shield into an explosive defense, give him a chance to freeze enemies, and more. Picking up a relic you already own upgrades it instead of wasting the drop. Character-specific relics only appear when you play that particular hero, so rewards always feel relevant. On top of that, there are many shared relics that anyone can find. These include things like increased gold drops, higher critical chance, and healing items. Healing relics trigger automatically when your health gets low, so you don’t need to worry about managing them in the middle of a hectic fight. The logbook in the main menu tracks every item in the game, but you need to find something at least once before it appears there. Some entries start out locked and require certain tasks to unlock them. That might mean defeating a certain number of skeletons, freezing a number of enemies, or clearing a set number of floors. Some unlock naturally as you keep playing, while others require more specific milestones like defeating a boss. There are no permanent upgrades between runs, so every attempt starts the same way with basic gear and no extra perks. Gold collected during a run doesn’t carry over either, which means you should spend it whenever you can. Enemies drop a generous amount of money, and you can also find it in chests or by smashing pots scattered around the dungeon. Because of that, it’s often possible to buy all three random items a merchant is offering. If none of them look appealing, you can even spend some gold to refresh the shop’s inventory. You can also find a nice pile of gold or even a relic by looting the corpses of fallen adventurers or opening locked chests. Those require specific keys. There are steel keys, gold keys, and skeleton keys that can open any lock. Steel keys are carried by enemy patrols that roam between rooms, so you might run into them even after you’ve already cleared an area. Gold keys are also carried by patrols, but they appear in two separate pieces, meaning you need to get lucky twice to assemble the full key. If you’re looking for an easier start, the knight is probably the safest choice. His sword has solid range, deals reliable damage, and the shield gives him a defensive option when things get overwhelming. After five regular floors, the run culminates in a boss fight against one of four possible bosses. The mage boss might be the most frustrating one, since the fight forces you to run around destroying orbs while dodging a constant barrage of different attacks.
Most goated game, tons of fun with lots to unlock and discover!!
Wonderful game! Still struggling to beat it even after playing the demo for hours.
If you like roguelike, bullet hell, dungeon crawler games, with a little bit of 'rogue-lite' sprinkled in for future runs (you can unlock new items by completing various achievements) then this game is definitely worth a look at. It is quite polished, has a good soundtrack, three classes (wizard, knight, rogue) with unique playstyles and the potential to turn any one of your runs into a god run with ludicrious power at your fingertips if you get one of those! (I once had a run as the knight where i was practically invulnerable to damage and one swipe with my sword would strike everything in the room, and anything that died would heal me). My biggest gripe right now is the Wizard class, which feels significantly underpowered considering how hamstrung it can be for dealing damage and survivability. But I'm sure all those things will be ironed out eventually as the game goes through more updates and refinements. The environment can get a little same-y after a while, which is a weakness. Hopefully some of the more unique tilesets/graphics? (whatever the term is) from the boss rooms gets reused a little more than what they are currently. And there is a Demo! So if you are unsure, give the demo a go first. As someone who has played the demo a lot before getting the game, it really does give you a good idea of what the full game will be like! Overall, in the games current state (as of 2026-04-12) I'd say the game is a solid 7/10. I can definitely see myself playing this for a long time and over many years. Uninstalling and then maybe a year or two later, reinstalling it again to play it some more. It has good staying power, and is really fun to play. The final boss music absolutely slaps!
Fantastic work. Really enjoying it. I usually look things up or watch others play something before I play it, but actually engaging and figuring things out for the first time is such a blast!
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Audience
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