Let me put you at ease. Endless Dungeon is a very splashy, confidently clever roguelike about spannering turrets, hosing bullets, and popping bugs like angry little pimples. It sounds disgusting when I type it out loud like that, so let's pivot to the reliable food analogy. It is a delicious game, a hearty stew. A tasty one-more-go-er, perfectly suited to serving up in these dreary autumn months. There. Now that you've been pacified by the imagery of a steaming bowl of pleasing dungeon gumbo, you will forgive the 400 words I have written below about doors.

A familiar loop, but the dungeon's in the detail. Each run sees you (and up to two friends in co-op, if you like) guiding a small, spidery robot, the Crystalbot, between glowing sockets as you look for a viable path through locked rooms. On the hoof you'll also build defensive turrets in the power outlets that litter the floor of each chamber. The studio behind the game established this neat formula of defensive dungeon dipping with the inversely named Dungeon of the Endless back in 2014, so this is sort of a spiritual successor. But if you missed that, just imagine escorting the mulebot from Deep Rock Galactic through a sci-fi Hades. With tower defence.


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It's a small complaint. Plenty more fun problems come to pee on your power-up parade. Dark rooms need to be powered with a special resource, "Dust", before you can place turrets inside. Strategically cursed corridor formations can randomly appear, causing you to rethink the best place to bottleneck enemies. Monoliths that buff monsters show up and demand a tithe to deactivate. Big roly poly bugs roll off to hidden corners to spawn other monsters endlessly until you go deal with them. It all builds on top of that central door-cracking premise in a very neat and balanced way.

There's other things I appreciate. The laser sight very subtly snaps to viable targets. The sci-fi lore is there in spades but is genially non-invasive (playable characters often react with comical disinterest when reading lore diaries, saying "yada yada!" or "too much to keep track of"). Aside from a few zealous blackouts and enemies sometimes getting stuck, I've found absurdly little to dislike in the rampaging goodtimes of it all. I still haven't made my way into the deepest endguts of the space dungeon, though. Maybe there's a 20-minute unskippable cutscene down there. But going by the level of polish everywhere else, I doubt it.

Dungeon Endless is a Level 1,300+ Special Raid in RPG Simulator. As it's name suggests, it is a endless wave defense raid that keeps going until all the players present on the raid are dead.

Every 10 Waves completed the player will get rewarded with endless coins, the amount of endless coins is based off the how high is the wave the player is currently on, the formula to find out how many endless coins you get every 10 Waves is: 3 x (Wave/10), it caps out at 50 coins (Wave 170+).

I start each run in an escape pod that crash lands on an alien planet. The only way out is up through 12 floors of an alien infested dungeon, and I have to bring the crystal with me to power my escape.

Floor layouts are randomly generated, and I was always curious to discover all the little visual details in each new room. There are also new heroes to earn, and different escape pods, which tweak some of the basic rules and starting conditions of a run (like ships in FTL). Still, once I've survived one alien-infested, sci-fi/fantasy hybrid space dungeon, I've kind of survived them all. The aliens have a lot of nasty surprises, but they didn't force me to change up my strategy once I found one that works.

Scrap can be used to purchase important upgrades at the saloon once you unlock the Workshop. These can seem expensive, but they're worth saving up for, as they'll provide you with the best chances of success in the dungeon.

While it's certainly possible to keep running into the endless dungeon and acquire enough scrap to grab every upgrade here eventually, you'll have an easier time with the game if you prioritise the most beneficial upgrades. Here's what we recommend:

Edit: (Note for devs) After leaving game and coming back, I redid the dungeon. This time before the Animus jar there was a skeleton that dropped a journal, this was not present on my bugged run. The dungeon completed as it should have this time.

Dungeon of the Endless combines aspects of the roguelike and tower defense genres in its gameplay. The object of the game is to guide a party of various Heroes through a randomly-generated dungeon festering with dangerous creatures. The Heroes must protect a Dust-based energy Crystal, initially part of the power supply for their Escape Pods, from creature attacks while exploring the dungeon searching for the exit to the next area and transporting the Crystal with them to that exit, as it represents their only controllable source of light and power. The generator is capable of supplying power to the various rooms of the Dungeon, turning on lights to ward off creature spawns (new creatures only enter the dungeon through darkened rooms) and activating technological Modules which may be constructed in each room, such as weapon turrets or other useful devices. This effect of the Crystal is limited by the amount of Dust it contains - at first it holds relatively little and may only power a handful of rooms, but over time Dust is found by the Heroes saturating various chambers throughout the dungeon, and this can be added to the Crystal to enable larger networks of rooms to be powered simultaneously. Creatures will attempt to eat the Heroes or the Crystal, with the Crystal's Dust content serving as its hit points as well - the longer creatures are allowed to attack the Crystal, the fewer rooms it will be able to power. Neutral Heroes may encountered throughout the dungeon, ranging from other stranded prisoners or guards to Aurigan native characters; these may be hired by offering them Food. However, if all currently active Heroes are killed, or if the Crystal is completely destroyed (defined as being drained of so much Dust that it can no longer power even a single room), the game is over.

Every set of holding cells also functioned as an escape pod, so the ship let itself disintegrate and the surviving prisoners fell bruised but (temporarily) alive and (momentarily) safe to the planet below. Safe, that is, until they realized that they had crashed through some sort of facility of the Endless, down to a sub-basement so deep and ancient it might as well be called a dungeon..."

The enemy-filled adventures of Endless Dungeon are easier to tackle when you play with a friend in the game's online Co-Op mode, which lets you take on the challenges of a run together. Normally, you would be forced to attempt a run with an AI-controlled partner. The communication between two human explorers leads to a much better dynamic to face the dangers you'll find throughout different dungeon areas.

The above trailer offers a solid glimpse of what Dungeon of the Endless has to offer. It's a pixel-based affair where you'll delve into the depths of dungeons endlessly. Essentially you'll create a team to then explore an endless dungeon by collecting resources, battling enemies, and powering the game's dark rooms so that you can see, all in a top-down view. Sadly this is a chore on mobile.

Created by Amplitude Studios, Dungeon of the Endless is weird right out the gate. It's the third game set in their Endless Universe, with Endless Space and Endless Legend having come before... but weren't those other two games Civilization style epics, telling a story about ruling the galaxy or saving your species? What the heck is a tiny story about some crash-landed prisoners doing next to these two games? Why is it pixel art? Why are you being attacked mercilessly by an entire dungeon of monstrous creations?

The game is still 'turn-based', loosely. Playing through the dungeon is broken down into this: Your crash-landed heroes (or prisoners, or monsters, or robots) open the door from their crash-landed ship into the massive maze of an old facility upon the planet Auriga. The power from the ship's crystal...it's engine, essentially, is re-directed into the facility, lighting it back up and allowing you to build. Not build as in structures...but defenses. It's very obvious very quickly that this is not a safe place, and creating miniature laser turrets, explosives, and hero-augmenting crystals are a great way to stay alive. A lot of the monsters in the game are drawn to the glow of the crystal, and wish to destroy it.

Or, maybe not. See, the 'waves' that you fight in a typical tower defense are created by opening new doors into the dungeon, as your brave group of heroes and/or villains try to find an escape. Each time you open a door, it can reveal resources, a nest of monsters, a merchant that got trapped down here with you...or another survivor you can use to bolster your rag-tag team. Of course, every time you open a door, any of the rooms that you've opened before this point that don't have power running to them might spawn waves of monsters as they crawl through the vents or out of their nests to assault your survivors and your crystal. It makes each hiiiiiissssssss of a door sliding back make you catch your breath, especially as the levels go deeper, and its impossible to keep everything powered at once as you desperately look for the exit. You never know if you are going to get assaulted with waves of monsters over and over, or hear simple, somewhat eerie quiet as the coast is clear for a few moments longer.

That's probably as close as we can get it without making the genre description the size of a paragraph. I mean, we should probably add 'pixel' somewhere in there, thanks to the awesomely retro aesthetic that has been applied over the whole game. The game also has a massive sense of black humor layered over all of it: the guys at Amplitude studios mockingly named the modes 'Too Easy' and 'Easy', when this game will gleefully backhand you when you think you've finally got it figured out. Yet, at the same time, that hint of foreboding, of grand design that you get in the other Endless games hides in the corners here. Opbot, one of the heroes you can find, is a character that appears in every game, one as a droid hero in space, another as a guide for a group of crash-landed spacefarers trying to discover their past...and then here, trapped in this terrible dungeon on Auriga, waiting to be found and escape...perhaps to then become that guide for the crash-landed spacefarers. Who knows? There's just enough breadcrumbs to make this part of the Endless universe, but with enough gaps to leave you trying to figure out the connections in wonderfully imaginative ways. The mood wavers being moments of hilarity and a deep sense of dread as the next door slides open. 006ab0faaa

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