
Auto-cannibalism. Demonic Seduction. Occult Rituals. Bloodfeasting Worms. This dark, horrific Twine-based dungeon crawler pairs edgy interactive fiction with grisly pixel art and light RPG elements. Navigate this sprawling narrative-driven labyrinth bristling with otherworldly doom.
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 27 → 0.29/day in the week after.
Reviews, worldwide (the counter carries no country): 27/day in the week to Jul 15 → 0/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
Genres
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like it.
6/10
this dungeon is in a book.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This Book Is A Dungeon — это интерактивная текстовая игра в жанре хоррор-данжен-кроулер, выполненная в стиле Choose Your Own Adventure (выбери свое приключение) с элементами RPG. Игра отличается мрачной атмосферой и высоким уровнем сложности, требующим многократных прохождений для достижения успеха. Дайте мне уже награду сообщества, я уже устал эти обзоры клепать.
Y'a pas de sauvegarde, donc si comme moi on arrête en plein milieu pour recommencer plus tard, on doit tout se retaper :/Le problème c'est que l'histoire est pas vraiment originale, c'est juste une suite de descriptions glauques, pas de mise en scène, pas ou peu de suspense. J'avoue que j'ai la flemme de m'y remettre, tout simplement, vu qu'il n'y a rien de terriblement attirant et refaire 100 fois le même truc pas terros ://
Neat little game in theory, horribly frustrating once you actually play it. Navigating through the maps (even though they are pretty small) is annoying AF because instead of clicking on the room you want to go to, you have to walk through all the rooms between A and B, which just takes a ton of time. There is no option to save and when you die, which even the description says is "often", you have to start at the very beginning again. I usually like to explore every option but with BS like this i just don't have the patience to. I have died twice in the first chapter and am so annoyed and frustrated that i will likely continue on with a guide, if i ever decide to open this game again. I really like the idea of this dungeon crawler and am very disappointed that the exeution of this game is so poorly done. Edit: it took me 30 minutes just to click through the game with a guide so not having the option to save when every fourth decision will kill you is just cruel.
I haven't played this game in almost seven years but it was so striking to me that even today I remember it very clearly.
This Book Is A Dungeon takes the familiar idea of a dungeon crawler and transforms it into something closer to a sinister interactive novel. Instead of navigating detailed 3D corridors or fighting enemies through real-time combat, the player advances primarily by reading descriptions, making choices, examining disturbing situations, and accepting the consequences of curiosity. Developed by Nathan Meunier and published by Plug In Digital, it is a deliberately unconventional horror experience built around interactive fiction, light role-playing mechanics, puzzles, and repeated experimentation. Its minimalist presentation may initially appear simple, but beneath it is an adventure that takes considerable pleasure in making exploration dangerous. The dungeon functions as a branching collection of encounters where seemingly ordinary decisions can produce dramatically different outcomes. Players investigate rooms, interact with questionable objects, encounter grotesque creatures, and decide whether potentially dangerous opportunities are worth pursuing. The game frequently rewards curiosity with useful information or progress, but it can just as easily respond with an unpleasant death. This uncertainty creates much of the tension. Every strange doorway, suspicious item, and mysterious event feels like a gamble, and avoiding danger entirely can mean missing some of the game's most memorable material. Death is consequently treated less like conventional failure and more like another method of discovering the dungeon. There are numerous gruesome ways for an adventure to end, and seeing these outcomes becomes part of the entertainment. Learning from unsuccessful attempts gradually reveals how certain situations function and which decisions open different branches. Multiple endings further encourage experimentation because reaching one conclusion does not mean everything important has been discovered. Players interested in uncovering every possibility can revisit choices and deliberately pursue dangerous alternatives simply to see where they lead. The horror writing is one of the game's defining characteristics. This is not a restrained ghost story but a deliberately grotesque mixture of occult imagery, supernatural creatures, bodily horror, violence, parasites, mutilation, and other unsettling concepts. The pixel-art illustrations provide visual reinforcement without attempting to depict every detail. That restraint works surprisingly well because the text leaves much of the imagery to the player's imagination. A disturbing description can therefore become more uncomfortable than the relatively modest graphics suggest. There is a noticeable cosmic-horror flavor running throughout the adventure, particularly in its fascination with forbidden knowledge, bizarre entities, occult practices, and the danger of investigating things that should probably remain unknown. Yet the game also has a darkly playful streak. Some deaths and situations become so excessive that they generate a grim sense of amusement alongside the horror. This prevents the experience from becoming monotonously serious and gives its dungeon a peculiar personality. Light RPG elements add some mechanical structure to the reading and decision-making. Inventory management, items, combat situations, and character-related systems occasionally influence how encounters unfold. These mechanics are intentionally secondary to the interactive-fiction foundation, however. Anyone expecting complex character classes, extensive equipment optimization, or sophisticated tactical combat should adjust expectations. The role-playing systems exist mainly to make choices and exploration more consequential rather than to compete with traditional dungeon-crawling RPGs. Puzzles also help prevent the experience from becoming nothing more than a sequence of text selections. Certain situations require observation, interpretation of clues, or experimentation before the player can determine how to proceed. Some solutions can be intentionally obscure, which suits the mysterious atmosphere but may occasionally produce frustration. Because experimentation can lead to death, solving a problem often involves balancing caution against the temptation to investigate another suspicious possibility. The greatest potential weakness is the same quality that makes the game distinctive. It is fundamentally a text-heavy adventure, and players must enjoy reading for the concept to work. Visual presentation and animation are extremely limited compared with conventional horror games, while combat is not sophisticated enough to carry the experience independently. Repeatedly revisiting material after unsuccessful choices may also become tedious for players who dislike trial-and-error progression. For the appropriate audience, however, those characteristics become strengths because imagination and decision-making remain more important than audiovisual spectacle. Replay value comes from uncovering alternate paths, unusual deaths, hidden interactions, puzzles, and multiple conclusions. The substantial development diary included with the package is another interesting addition, providing a lengthy behind-the-scenes account of the project's creation and its origins in interactive fiction and independent publishing. It is not essential to enjoying the adventure, but it gives curious players an unusually detailed look at how such an experimental project came together. Steam Deck compatibility is less straightforward. The game does not have an official Steam Deck compatibility rating, so it should be regarded as unverified rather than officially Verified or Playable. Its lightweight technical demands and simple interface make it the kind of game that may be practical to run through Steam Deck's compatibility environment, but users should be prepared for possible control or interface adjustments. The lack of an official Deck rating means compatibility should not be interpreted as guaranteed. Ultimately, This Book Is A Dungeon is best approached as a hostile choose-your-own-adventure book enhanced with RPG mechanics rather than as a conventional action-oriented dungeon crawler. Its gruesome writing, branching decisions, frequent deaths, puzzles, multiple endings, and minimalist artwork create an experience with a strong identity. It is understandably niche, especially for players who prefer visual action over reading, but fans of interactive fiction and experimental horror should find plenty of wonderfully unpleasant surprises hidden inside its pages. Rating: 7/10
It´s an interactive chose your own adventure fantasy book with graphics that look like good old Amiga games. Should entertain you for an hozr or two. 4 Euro regular price might be a little much so better wait for a sale. But when it´s drastically cheap you definetely should have it.
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Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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