Game review
DA_RL
7.3 / 10
- Developer
- Duncan Armstrong
- Publisher
- Bean Skeleton Games
- Released
- 2 April 2026
- Platforms
- Windows, Linux
- Genre
- Traditional Roguelike
- Monetisation
- One-time low-cost purchase, no in-app purchases
- Players
- Single-player only
The short version
DA_RL is solo developer Duncan Armstrong's traditional turn-based roguelike dungeon crawler, built around five classes, five rival gods, and a deep pool of unidentified potions, scrolls, and cursed items in the mould of Rogue, NetHack, and Brogue. This review's research found a Positive reception (15 of 16 English reviews positive) built on praise for how deep and well-tuned the systems feel for the price, alongside a remarkably dense, near-weekly post-launch patch history from a single developer. The clearest caveat this review's research found is genre-typical rather than a specific flaw: one detailed negative review described early floors as samey, and the achievement data shows the game's actual win conditions are reached by almost nobody.
Biggest strengths
- This review's research found consistent praise for the depth and interplay of DA_RL's systems — five classes, five gods with rival mechanics, unidentified consumables, and enchanted or cursed gear that reviewers said rewards experimentation
- Multiple reviewers specifically called out the developer as unusually responsive, citing direct engagement at conventions and rapid fixes to reported bugs
- This review's research traced a genuinely exceptional post-launch cadence for a solo project — dozens of dated patches across five months, several addressing specific balance and UI feedback from players
Biggest weaknesses
- This review's research found one detailed negative review describing early floors as repetitive, with "samey rooms" and easy one-shot kills making the opening stretch feel uneventful before dying to an overlooked threat like poison
- The achievement data shows every class-specific and challenge-run "win" achievement sitting at or near 0%, meaning almost nobody in this review's research has actually beaten the game — a steep cliff even by roguelike standards
- This review's research found no dedicated soundtrack or music during dungeon crawling, a gap one reviewer specifically flagged as worth adding
Who it's for: Fans of classic ASCII-style roguelikes (NetHack, ADOM, Brogue, Angband) who want a modern, streamlined take on the formula with controller support, rather than newcomers looking for a gentle introduction to permadeath dungeon crawling.
Our recommendation: Worth it at its low price for anyone who already likes the genre — this review's research found consistent praise for how much system depth is packed into a small, cheap release, though total newcomers to roguelikes should expect the genre's usual steep, punishing learning curve.
7.3 / 10
Pick a class, descend into a procedurally generated dungeon, and hunt down the scattered shards of the Amulet of Ascension — then survive the climb back to the surface, because restoring the Amulet doesn't end the run, it just repopulates the floors above you. DA_RL is solo developer Duncan Armstrong's traditional roguelike dungeon crawler, and this review's research found a Positive reception (15 of 16 English reviews positive) from players who consistently describe it as a well-tuned, modern take on a genre usually associated with NetHack, ADOM, and Brogue.
Five classes, five gods, and a lot of unidentified potions
This review's research found the core systems are exactly what genre fans look for: five classes each built around a distinct mechanic (the Fighter's free Second Wind, the Rogue's crit-and-dodge focus, the Ranger's extended weapon range), five rival gods who reward or punish how you play, and a deep pool of unidentified consumables where a potion might heal, poison, or make you hallucinate before you know which. Weapons and armor can be enchanted or cursed, with curses ranging from mildly annoying to run- ending. Reviewers repeatedly praised how these systems interact rather than sit in isolation — one called it "deep enough to provide you with options while remaining streamlined," and another, an NZ$3-or-so purchase, called it "100% worth the asking price," specifically citing small touches like blood splatter changing the floor's ASCII characters and the screen shaking during combat.
A developer reviewers keep calling out by name
A recurring thread in this review's research is how directly players credit the developer personally. Multiple reviewers described meeting Duncan Armstrong at PAX East and praised his engagement there, and several separately noted how quickly reported bugs get fixed. "The developer is also actively responding to feedback and fixing issues," one wrote; another called the update pace "speedy as all hell." That reputation is backed up by the patch record itself: this review's research traced dozens of dated updates across roughly five months post-launch, ranging from small bug-fixing point releases to larger content patches adding shops, a companion system, and expanded controller and display options.
One detailed dissent among the praise
Not every review was positive. This review's research found one negative review that specifically challenged the game's opening pace, describing early floors as "running around samey rooms oneshotting mobs finding nothing particularly exciting" before dying to an overlooked threat like poison. That critique tracks with a structural reality of the genre — the interesting decisions in a roguelike tend to show up once builds diverge and threats scale, and this review's research found that reviewer explicitly framed the early game, not the whole game, as the problem. It's worth flagging plainly rather than treating the near-unanimous praise as the whole story.
What the achievement data shows about actually winning
DA_RL's achievement list is a useful, blunt data point on how far most players get. Early-game achievements like ACH_FIRST_BLOOD sit at 86% of players, and general milestone achievements (ACH_CARTOGRAPHER, ACH_TRAPPED, ACH_NEAR_DEATH) cluster in the 42-55% range. But every class-specific and challenge-condition "win" achievement — beating the game as each individual class, winning without potions, defeating the final boss — sits at or effectively at 0%. This review's research reads that less as a flaw than as an honest reflection of the genre: permadeath roguelikes are built around losing runs as the default experience, and DA_RL's numbers say almost nobody currently in this review's research pool has actually beaten it, which is consistent with what the one detailed negative review and the genre's reputation would both predict.
A dungeon built on families, not just floors
This review's research found the monster design follows a deliberate escalation pattern rather than simply reskinning enemies with bigger numbers. A regular Bat gives way to a Cave Bat, then a Shadow Bat, a Vampire Bat, and eventually a Demon Bat, and that same family-escalation pattern repeats across goblins, undead, dragons, elementals, and giants — meaning the threat on floor five and the threat on floor twenty-five share a name but very little else. The dungeon itself is split across five distinct regions that grow stranger the deeper players go, from stone halls near the surface to open, organically generated caves further down, layered with dark rooms that shrink vision to a few tiles, hidden traps, secret doors, and an ongoing hunger meter that punishes players who explore too cautiously. One reviewer who compared the game to "Angband, adom, tome, brogue" specifically praised how well DA_RL "executes everything" despite not being sure which of those games most directly inspired it — a reasonable reaction given how much of this design is genre convention done carefully rather than reinvented.
A transparent, unusually well-documented development history
One detail this review's research found worth calling out on its own: DA_RL lets players replay any major past version of the game through Steam's betas tab, effectively preserving a playable history of its own development, from its first release through its religion and economy updates. Combined with the developer's own posts — including a July 2026 update candidly explaining that a new job will slow future patches — this review's research found an unusually transparent relationship between developer and player base for a project this small.
Where it lands
DA_RL earns its Positive reception through genuinely deep, well-interlocking systems packed into a low- cost release, backed by a developer reviewers consistently single out as responsive and engaged. The caveats this review's research found are mild and mostly genre-typical: a slower opening stretch one detailed reviewer found unrewarding, and win-condition achievement numbers that confirm this is a hard, unforgiving roguelike rather than a power-fantasy dungeon crawler. For players who already know what that means and want it, this review's research suggests DA_RL delivers convincingly on the promise.
Pros and cons
Pros
- This review's research found consistent praise for the depth and interplay of DA_RL's systems — five classes, five gods with rival mechanics, unidentified consumables, and enchanted or cursed gear that reviewers said rewards experimentation
- Multiple reviewers specifically called out the developer as unusually responsive, citing direct engagement at conventions and rapid fixes to reported bugs
- This review's research traced a genuinely exceptional post-launch cadence for a solo project — dozens of dated patches across five months, several addressing specific balance and UI feedback from players
- A "play historical versions" beta feature lets players replay any major past version of the game, an unusually transparent bit of design history for players curious how the game evolved
Cons
- This review's research found one detailed negative review describing early floors as repetitive, with "samey rooms" and easy one-shot kills making the opening stretch feel uneventful before dying to an overlooked threat like poison
- The achievement data shows every class-specific and challenge-run "win" achievement sitting at or near 0%, meaning almost nobody in this review's research has actually beaten the game — a steep cliff even by roguelike standards
- This review's research found no dedicated soundtrack or music during dungeon crawling, a gap one reviewer specifically flagged as worth adding
- The developer's own July 2026 post confirmed taking on a new job that will slow the update pace going forward, so buyers should expect development to continue but at a reduced cadence