Key art for Disc Dungeon

Game review

Disc Dungeon

7.5 / 10

Developer
Fire Titan Games
Publisher
Fire Titan Games
Released
20 August 2026
Platforms
Windows
Genre
Action / Indie / RPG / Sports / Strategy
Monetisation
Paid, one-time purchase. NZ$15.75; no in-app purchases.
Players
Local co-op and head-to-head exhibition matches, including Steam Remote Play Together.

The short version

Disc Dungeon takes the physical, flick-based board game Crokinole and layers a fantasy tactical RPG on top of it, recruiting heroes into one of seven factions, equipping artifacts and gear, and battling through five escalating campaigns that each culminate in a fight against a themed dragon boss. Released 20 August 2026 by Fire Titan Games at NZ$15.75, its tiny early review base is entirely positive, and its single most detailed account describes real strategic depth in how each hero's physics-based ability interacts with an opponent's, alongside meaningful build choices around campaign-earned artifacts and hero-specific equipment.

Biggest strengths

  • Reviewers consistently praise the genuine strategic depth of combining physical, flick-based disc play with distinct hero abilities, with the most detailed review describing specific tactics like deliberately knocking an enemy hero disc off the board using controlled aim and power.
  • The seven playable factions are described as meaningfully distinct in both theme and function, with reviewers citing specific examples like an Elvish marksman hero built for easier shot lining and a Goblin bounty hunter that earns gold on landing damaging hits.
  • The campaign structure, five runs each culminating in a fight against a uniquely themed dragon boss, is praised for escalating difficulty in a way that keeps runs feeling distinct from each other, alongside a permanent artifact system layered over temporary in-run equipment for longer-term build variety.

Biggest weaknesses

  • The review base is extremely small, just four reviews at time of writing, all positive, meaning there simply isn't yet an available critical perspective on the game's weaknesses to weigh against its clear early enthusiasm.
  • The game currently ships with no tracked Steam achievements, leaving no player-behaviour data available to independently corroborate how the small review sample's account of the campaign and faction systems holds up across a wider audience.
  • As a physics-based dexterity game at its core, the format inherently rewards precise, practiced input in a way some tactics or roguelike fans accustomed to purely stat-and-decision-based combat may need time to adjust to.

Who it's for: Fans of physical dexterity games like Crokinole or Carrom looking for a fantasy tactical layer built on top of that core mechanic, and roguelike or tactics fans drawn to genuine build variety across a small but expanding roster of hero factions.

Our recommendation: A distinctive and thoughtfully designed fusion of Crokinole's flick-based dexterity with fantasy hero-recruitment tactics, recommended with real enthusiasm by its tiny early audience, though the sample is still too small and too uniformly positive to say much yet about where the game's own weaknesses might lie.

7.5 / 10

Crokinole, but with dragons and disc-bound heroes

Disc Dungeon's core hook is genuinely unusual: it takes Crokinole, the century-old flick-and-shoot board game closely related to shuffleboard, and builds a fantasy tactical RPG directly on top of its physical, skill-based board play. Rather than shooting plain wooden discs, you're launching enchanted discs bound to recruited heroes, each carrying a distinct ability that interacts with the same flick-based aiming and power system the base game is built around. One detailed reviewer, whose own Crokinole experience was limited going in, specifically credits the game with teaching the underlying rules well, framing it as approachable "if you've ever played shuffleboard" while still layering real strategic complexity for players willing to dig into it.

Seven factions, each with a genuinely distinct identity

That same detailed review, logged at over 14 hours, walks through specific examples of how different the game's seven factions feel to actually play. The Elvish faction, they note, includes a marksman hero built for easier shot lining alongside a tree hero that grows in size and hit points once in play, functioning as a strong defensive board-control piece, while the Goblin faction's bounty hunter hero earns in-run gold on landing damaging hits, and its warchief can trigger critical hits by knocking allied discs into enemy ones. A separate, shorter review independently echoes the same praise, specifically highlighting "all the different styles of disc abilities" as a personal favourite element, and a third reviewer singles out the satisfaction of "landing the bear in a strong position" and chaining lightning strikes across grouped enemies, distinct faction identities converging into consistent praise across a very small sample.

Real tactical depth beneath the physical skill layer

Beyond faction variety, the fullest review describes a level of strategic nuance that goes past simply aiming well, including deliberately using a controlled amount of power and precise aim to force an opponent's disc off the edge of the board entirely, turning a specific enemy hero's dodge ability against them by manipulating exactly how far a shot travels. That reviewer frames this kind of emergent, physics- based outplay as a highlight distinct from the strategic layer most tactics games rely on, since it rewards a blend of planning and physical execution rather than either alone.

A campaign structure built around escalating dragon fights

Disc Dungeon currently offers five campaigns, each ending in a fight against a large, uniquely themed dragon boss with its own distinct powers, and the same detailed reviewer reports finishing four of the five available runs while still working on the fifth at time of writing. Layered on top of that campaign structure is a two-tier progression system: permanent artifacts earned during a campaign, which persist after it ends and grant broader faction-wide bonuses like extra hit points or improved defensive armor across every disc, versus temporary equipment purchased mid-run with in-campaign gold that grants smaller, hero-specific bonuses but doesn't carry over once a run concludes. That distinction between lasting, account-wide progression and disposable in-run resource management is a familiar roguelike structure, and reviewers describe it as translating well onto Disc Dungeon's unusual physical core.

A social format layered on top of the solo campaign

Beyond its single-player campaign structure, Disc Dungeon supports local co-op and head-to-head exhibition matches, including compatibility with Steam's Remote Play Together feature, letting a team of two players work through the game's Dragon League content together or face off directly without both parties needing to own a copy locally. None of the available reviews focus specifically on the multiplayer modes in detail, which is itself worth noting given how central they are to the store page's own pitch, leaving that side of the experience comparatively less independently verified than the solo campaign so far. That gap matters more than it might for a typical indie release, since Crokinole itself has historically thrived as a face-to-face social game played across a shared physical board, and how well that dynamic translates into head-to-head exhibition play or two-player Dragon League co-op is exactly the kind of question a four-review sample focused almost entirely on solo campaign progress simply can't yet answer with any confidence.

A promising foundation with an admittedly thin dataset

It's worth being direct about the limits of what can be said this early: with only four reviews, all of them positive and none raising a specific criticism of the game's current systems, there simply isn't yet an available counterweight to weigh against that enthusiasm. The game also currently has no tracked Steam achievements, meaning there's no broader player-behaviour data available the way there often is for similarly small early releases, to check how representative this handful of enthusiastic accounts is of the wider buying audience. That's not a mark against the game itself, but it does mean this recommendation rests more heavily than usual on the quality and specificity of a very small number of voices.

Final verdict

Disc Dungeon is a genuinely distinctive fusion of a century-old physical dexterity game and modern fantasy tactics design, and the small early audience willing to try that combination so far describes real, specific strategic depth in how faction abilities interact on the board. At NZ$15.75, it's an easy recommendation for anyone drawn to Crokinole, Carrom or similar flick-based games looking for a fantasy layer built thoughtfully on top, with the honest caveat that four reviews and no achievement data leave real uncertainty about how the game holds up once a larger, more varied audience has had time to put it through its paces.

Pros and cons

Pros

  • Reviewers consistently praise the genuine strategic depth of combining physical, flick-based disc play with distinct hero abilities, with the most detailed review describing specific tactics like deliberately knocking an enemy hero disc off the board using controlled aim and power.
  • The seven playable factions are described as meaningfully distinct in both theme and function, with reviewers citing specific examples like an Elvish marksman hero built for easier shot lining and a Goblin bounty hunter that earns gold on landing damaging hits.
  • The campaign structure, five runs each culminating in a fight against a uniquely themed dragon boss, is praised for escalating difficulty in a way that keeps runs feeling distinct from each other, alongside a permanent artifact system layered over temporary in-run equipment for longer-term build variety.
  • Local co-op and head-to-head exhibition modes, including support for Steam's Remote Play Together, extend the core Crokinole-based gameplay into a genuinely social format beyond the solo campaign.

Cons

  • The review base is extremely small, just four reviews at time of writing, all positive, meaning there simply isn't yet an available critical perspective on the game's weaknesses to weigh against its clear early enthusiasm.
  • The game currently ships with no tracked Steam achievements, leaving no player-behaviour data available to independently corroborate how the small review sample's account of the campaign and faction systems holds up across a wider audience.
  • As a physics-based dexterity game at its core, the format inherently rewards precise, practiced input in a way some tactics or roguelike fans accustomed to purely stat-and-decision-based combat may need time to adjust to.
  • With seven factions currently available, one detailed reviewer explicitly frames the roster as a strong foundation for the developer to expand on with future updates, implying the current content, while well-received, is still an early-stage version of what the format could eventually support.

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 8 / 10
  • Progression 7 / 10
  • Value 7.5 / 10
  • Originality 8.5 / 10
  • Multiplayer 6.5 / 10