
The Hyper‑Dungeon awaits! Explore an evershifting labyrinth where classic dungeon‑crawling meets exhilarating action. Challenge yourself in turn-based combat with a real‑time, arcade‑inspired twist and befriend an eccentric cast of dungeon dwellers on the quest for the legendary Sacred Groowl!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 24 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Adventure awaits! Descend into a glorious pixel-art labyrinth where classic dungeon crawling clashes with electrifying turn-based combat featuring real-time elements!
Your quest is shaped by your choices, and every character you meet, weapon you wield, or puzzle you solve will change how your adventure plays out. You’ll never experience the same trip twice in the Hyper-Dungeon.
The quest to claim the legendary Scared Groowl will not be an easy feat!
No two runs are the same! The Hyper-Dungeon is a living, breathing challenge that reinvents itself every time you dare to enter. Navigate 50 meticulously designed level archetypes across varied biomes, each presenting the chance to battle unique enemy types, overcome lethal traps, and solve mind-bending puzzles.
Face off against the Hyper‑Dungeon’s fantastical foes in a fast-paced combat system that fuses turn-based decision making with real-time action elements.
You’ll need lightning‑fast reflexes to maximise damage dealt, critical hits, and even perfect parries with the arcade‑inspired Swing Meter. Harness the power of a vast arsenal of powerful weapons, each of which alters your abilities and playstyle.
Choose between three distinct profiles: the combat‑focused Destroyer, the stealthy Explorer, or the lore‑hungry Resolver.
Bolster your abilities with the intuitive crafting system, experiment with skill trees unique to each weapon, and take advantage of a deep character customisation system and build a dungeoneer worthy of the legends!

The Crazy‑Hyper Dungeon Chronicles is a serious challenge, but it’s also packed with sharp dialogue, exceedingly eccentric individuals, and a LOT of pop culture and video game references that will hopefully make you smile as you fight for your life!

Engagement
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Bottom line: Pick it up if you want an unconventional dungeon crawler that doesn't take itself too seriously, but be aware of some rough edges. I originally bought this game when it temporarily made its name "♥♥♥♥♥♥ Dungeon," at least in Japanese. The game has some interesting ideas but the execution doesn't always land and I think the devs would have benefitted from a critical voice helping them dial things back. It can be too cutesy or too unserious for its own good. I get that it's the game's schtick, but it does get tiring after a while. Know that it's a not traditional dungeon crawler at all. Each level has its own theme or design concept. This makes things less repetitive but it wasn't what I was expecting and some of the ideas need to be condensed. The game is supposed to be 50 levels but I was still encountering tutorials until around 15. I'm on 23 and its just now introducing the idea of creatures calling for nearby reinforcements, which is strange since I've encountered that before, and the concept of closing and locking a room to prevent patrolling attacks, which has never been an option before now. There are the numerous obvious bugs that still need fixing. I've had backstab attacks fail to the point I was literally standing on top of the enemy and the battle still didn't trigger. The power descriptions just say "lasts for seconds" without specifying how many seconds that is. There is both a ring and potion that show monsters' visibility and I've had it randomly stop and start working (flickering) for no reason I can tell. There are design choices I would suggest re-visiting. Your inventory has no auto-sort button or at least a way to auto-condense it. There is no highlighting for newly picked up objects, no auto-stacking for potions already on your belt, and when I equip a ring it doesn't ask which one to replace. I thought we were past games auto-assuming (badly) which ring to swap, requiring more clicks to fix the problem. Recipes could possibly be auto-learned and highlighted in your journal instead of taking limited inventory slots. I haven't encountered a situation where I wouldn't want to learn one. There are many notes strewn throughout the dungeon I've just had to delete. They should be added to the journal instead. I have no idea if the contents of these notes will show up in the end-game "trial" as an attempt to be cute. I also have tons of gold with not much to do with it. Items have a value displayed but as of floor 23 I've seen nowhere to sell them. Monster vision occasionally goes around corners in a way that is unexpected. With the mentioned ring I can see that a monster 3 tiles away can see 90 degrees around the corner. Last, and this is minor, I'm not sure how the map generator is as slow as it is. Map generation has been a solved problem for decades but even with a Ryzen 9 it can take 5-10 seconds for a small map when you'd expect it to be instant. All of these criticisms aside, I'd still recommend the game. $10 seems like the right price and if it's on sale then even better. The combat is innovative-ish, taking inspiration from QTEs and its more interactive than simply "move into the enemy to attack." The design opens up ways to respond to enemies using abilities, attacking twice, or attacking fast/slow beyond just rolling dice to determine the outcome. The game does a decent job of making crafting matter, even if it is rather shallow, and exploration can be rewarding. There is no manual saving, but it does auto-save at the start of each floor, which is sufficient. There is a nice variety of enemies and friendly NPCs and there is a sort of "choose your own difficulty" where you ignore tutorials, interactions, and even unique relic items. The story so far is rather flimsy, but it's a dungeon crawler, not a visual novel, so I don't hold that against it.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, Russian, Japanese, Simplified Chinese, Traditional Chinese, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Turkish
Hours played at review time, across 53 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game, great price. Great support.
gioco molto carino, una piccola perla indie, grafica in pixel art molto gradevole, combat a turni sfizioso e tante citazioni da film anni 80, consigliato!
開発者から返答があったから答えるが インプの部屋のテキストには下らない相関関係がかかれてるだけで具体的に何処で何をするのかがまったくわからん。 試しにそこら辺歩いてる日本人にテキスト見せてこれで何すればいいかわかるか聞いてみたら? ノーヒントの糞問題を試行錯誤するのは良いんだけどさ、失敗したらそこで複数の敵に袋叩きに合う必要ある? どうでもいい糞みたいなゲーム。 途中で五つの力とかいう良く分からないルールらしきテキストを書いてある糞イベントで 何をすれば良いのか一切明示されずに只管に複数戦闘を強制されて殺される。 ローグライトだろうがなんだろうが、このイベントが出たら死ぬの確定なので馬鹿らしくて繰り返し遊ぶ気が起きない。 開発者はあれで何をやらせたいんだ?何が楽しいと思ったんだ?プレイヤーを嬲り殺してうれしいのか? 道中も糞みたいに眠気を誘われたせいで返品も出来ない。マジで最低のゴミ。マジで開発は遥かな眠りの旅に出てほしい。はー、今世紀最大に金と時間を無駄にした。最悪すぎる。
Most of the game is a dang good time! There's a few spots where the game intentionally tries to annoy you, and it works. For some, that might be fun, but I was only annoyed. And as those annoyances start to stack up, there's less and less enjoyment in progressing. Ultimately, this is right on the edge of whatever dividing line makes this a recommendation or not, and I think there's just maybe too many intentionally obnoxious things in the mix for me to recommend it. Art style is great, music is catchy, only encountered a handful of bugs in my time with the game. If a game going out of its way to be obnoxious to you doesn't sound like a dealbreaker, I would definitely recommend it as the rest of what's here is solid fun.
0.0
I rarely write reviews about games I play, mostly because I tend to be subjective. In this case, however, I feel the need to write a few words of appreciation for The Crazy Hyper-Dungeon Chronicles! The game is presented as a classic pixel art dungeon crawler and the adventure will take place inside a dungeon (of course xD), made up of 50 floors. Each floor will be full of enemies, NPC's with absurd names (for the most nostalgic :D), traps of all kinds, puzzles and minigames. All this is topped off with a lore that made me laugh out loud. Everything in this game harks back to the nerd/popular universe from the '70s to today. Gameplay-wise, it incorporates all the RPG elements, from crafting to equipment and potion management. But the combat is the game's highlight, IMO: it mixes classic turn-based combat with the quick reflexes of QTE's. Symply put, you have to press a button at the right time to decide whether the attack will be normal, critical, or a complete miss. It is GREAT that the bar and speed vary from enemy to enemy and many other factors, including ailments like confusion. It modify the combat experience in a good way! I can say with certainty that this title truly deserves a lot! I also take this opportunity to offer my most sincere compliments to the Devs!
一款还不错的2D像素风Rogue地牢RPG游戏,游戏中含有大量梗元素,爆笑剧情与自由养成兼具导致可玩性大大提升。
梗是相当多,关卡设计真算用心,美工不错,就是难度对我来说有点炸,整的有点麻
Игра в хорошем смысле обманула мои ожидания, ожидал худшего, игра прикольная
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Where this game's players are, estimated from review languages.
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