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The RPG Files: Dungeoneers: Recreating that Classic Table-Top Feel

By William Murphy on November 29, 2017 | Previews | Comments

Dungeoneers: Recreating that Classic Table-Top Feel

Have you played Dungeoneers? Have you heard of it? It’s likely the answer to both questions is no, and that’s a shame because Rogue Sword has created an excellent and addictive RPG in your browser. It’s also coming to mobile devices next year if that’s more your speed. Read on for our impressions of Dungeoneers: a classic take on the dungeon crawling of tabletop RPGs.

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Rogue Sword entertainment was founded and driven by Alex Beltramo, a name fans of the classic Dark Sun Online might remember. Their premiere title, Dungeoneers, is currently only in browser form, but a mobile app is planned for early 2018. The premise is simple: remove all the setup and tear down and planning involved with getting a game of D&D together, and get right to the dungeon running.

Dungeoneers is a solo affair though. If you think Tunnels and Trolls as opposed to a party-based D&D, you’re on the right track. It’s strictly about the monster slaying, the dragon-hunting, the loot collecting, and the leveling up. There are three classes: the Human Fighter is free, while the Elf Huntress and Dwarven Fighter cost a one-time fee of $4.99. 

The first dungeon you play is fairly straightforward, but as you level up and unlock deeper and deeper sections of the map, things get more complicated and more strategic. All combat is handled in a turn-based fashion via on-screen dice rolls. Monsters are randomly selected, while layouts are a bit more static (with some randomness). Each run into the dungeon, the Villagers equip you with basic materials, which you lose on death or completion. It’s sort of a roguelike in this fashion, though your account and characters still level up and gain access to more items, rooms, and so forth.

Your health is counted by the number of health potions you have. Basically, one hit is one health potion. Run out, and you’re done. Thankfully, dungeon rooms have plenty of spares, but it may not always be worth the risk to go after them. There are also weapon upgrades and one-use spells scattered through each dungeon, which can make your adventure easier, if you live long enough to use them.

Dungeoneers is surprisingly addictive. I often pull it up on my second monitor while waiting for my group, or LFG, or even if I just feel like I don’t have enough time for anything more intensive to play. No matter where you leave, the game picks up where you last were, and when the mobile app comes in 2018, I can see myself playing it for a long time. I’d love to see Rogue Sword add more classes, more progression, and more dungeon rooms - all of which I’m told are in the works.

If you’re looking for a fun and free browser game that doesn’t suck like so many often do, then you’ll definitely want to give Dungeoneers a try. It doesn’t constantly poke your wallet, it’s actually fun, and it doesn’t play itself. You just might find yourself willing to part with the $5 to support a dev who actually seems to put the game first. 

William Murphy / Bill is the Managing Editor of MMORPG.com, and lover of all things gaming. He''s been playing and writing about MMOs and geekery since 2002. Be sure to follow him on Twitter for all of his pointless rambling.