Game review
Dungeon Antiqua 2
8 / 10
- Developer
- Shiromofu Factory
- Publisher
- Shiromofu Factory
- Released
- 7 January 2026
- Platforms
- Windows, macOS
- Genre
- Indie, RPG
- Monetisation
- One-time purchase, no in-game purchases listed
- Players
- Single-player
The short version
Dungeon Antiqua 2, released 7 January 2026 by solo studio Shiromofu Factory, is a retro dungeon crawler that shifts its predecessor's Wizardry-inspired multiclassing toward a Final Fantasy V-style job system, tasking a four-person party with exploring fixed dungeons and mastering classes to mix and match abilities. It sits Very Positive across a 108-review English sample and closely matching Very Positive across the full multilingual pool. Reading through it shows near-unanimous, enthusiastic praise for its fast, fluid combat and job-mastery system, reviewers repeatedly comparing it to Final Fantasy V filtered through a lean, dungeon-focused structure. Set against that, this review found a real, recurring complaint about a punishing late-game death penalty and a scattering of balance and quality-of-life issues, including one serious, since-patched bug that could brick access to postgame content entirely.
Biggest strengths
- Reviewers overwhelmingly and specifically praise the fast, fluid, turn-based combat, several independently calling it a genuine highlight of the genre
- Multiple reviewers specifically credit the job-mastery system, which lets characters equip skills learned from other classes, for enabling genuinely creative and varied party builds
- Several reviewers specifically praise quality-of-life refinements over the first game, including configurable auto-heal after battle and mid-run job, name and colour changes
Biggest weaknesses
- This review found a significant, recurring complaint about a punishing late-game death penalty, several reviewers describing steep gold loss and long backtracks after dying to unexpectedly harsh boss attacks
- One detailed account describes a serious bug that could permanently brick access to the game's postgame content by collecting a specific item the game repeatedly prompts players to pick up; this review notes the developer has since patched the issue
- Several reviewers separately criticise balance among class-specific skills, naming a couple of abilities as strictly better than most alternatives and narrowing effective build variety
Who it's for: Fans of classic Final Fantasy and Wizardry-style dungeon crawlers looking for a short, focused, class-driven RPG; a poor fit for players wanting a substantial story or a long campaign.
Our recommendation: Strongly recommended for fans of job-system JRPGs and classic dungeon crawlers, especially at its low asking price, with the caveat that the late game turns notably more punishing than the early hours suggest.
8 / 10
Introduction
Dungeon Antiqua 2, released 7 January 2026 by solo studio Shiromofu Factory, follows a four-person party through a series of fixed dungeons, tasking players with mastering classes borrowed loosely from Final Fantasy V's job system rather than the Wizardry-style multiclassing of its predecessor. It sits Very Positive across a 108-review English sample and Very Positive across the full multilingual pool. Reading through both, this review found a sample near-unanimous in its enthusiasm for the combat and class systems, alongside a real, recurring frustration with how punishing the game becomes once its tone shifts in the back half.
A job system reviewers keep calling the best part of the genre
The dominant thread of praise in this sample is the job-mastery system. Reviewers repeatedly and specifically describe mastering a class as unlocking that class's signature skills for use on any other character, several independently praising the resulting freedom to build, for example, a paladin wielding a samurai's dual-wield ability alongside black magic. This review found consistent, specific praise for the combat itself, multiple reviewers calling it fast, fluid and rewarding, with configurable post-battle auto-healing repeatedly singled out as a quality-of-life improvement several say the first game badly needed. Several reviewers also specifically credit the game's SNES-styled art and soundtrack for evoking classic Final Fantasy IV and V, and multiple reviewers separately praise the ability to freely rename, recolour and reassign jobs mid-run without the punishing recommitment the genre's classics often demanded.
A late game reviewers describe as a real tonal shift
Set against that praise, this review found a significant and recurring complaint about the game's final stretch. Several reviewers specifically describe a steep difficulty spike, citing unexpectedly harsh boss attacks capable of one-shotting party members, and multiple reviewers separately criticise a punishing death penalty, describing large gold losses and long, careful backtracks through previously cleared floors to avoid dying again en route to a rematch. This review reads this less as a uniform experience and more as a genuine split: several reviewers explicitly enjoyed the added challenge on Hard mode, while others found the escalation discouraging enough to note it as their primary criticism of an otherwise strong game. One detailed, specific account describes a serious bug in which collecting a particular item the game repeatedly prompts players to pick up permanently bricks access to postgame content, with no in-game warning; this review found the same reviewer later updated their account to positive after the developer patched the issue, a pattern this review treats as resolved but still worth flagging for anyone playing an unpatched build.
Balance, build depth, and a few rough edges
This review also found real, more measured criticism scattered through the sample about how deep the job system actually runs. Several reviewers specifically criticise balance among class-specific skills, naming a monk's evasion ability and a samurai's dual-wield technique as strictly better than most alternatives from other classes, narrowing the practical build variety the system otherwise promises. Multiple reviewers separately criticise a four-ability skill slot limit as too restrictive given how many skills the job system unlocks, several specifically wishing for more room to experiment. A smaller number of reviewers note other rough edges: no cloud saves at launch, an item buyback exploit letting a single sold consumable be repurchased indefinitely for a net profit, and input detection several reviewers describe as oversensitive, occasionally registering accidental double-clicks during battle menus.
Length, value, and how it compares to the first game
This review also found a smaller, more practical thread worth addressing directly. Reviewers report a fairly tight completion window, most citing somewhere between eight and twenty hours depending on how much postgame content and job mastery they chase, and the near-universal response to that length given the roughly NZ$13 asking price is enthusiastic rather than disappointed. On the question of how it compares to the original Dungeon Antiqua, this review found a fairly even split: most reviewers describe this as a refined, more accessible successor with a distinctly Final Fantasy V-flavoured job system replacing the first game's Wizardry-style multiclassing, while a smaller number specifically say the first game felt more dangerous and rewarding to grind, several noting this sequel runs easier overall. Multiple reviewers reassure newcomers the first game isn't required reading, describing this as the more approachable entry point of the two.
Why this review lands where it does
It's worth being direct about how this review weighs a combat and class system this widely and specifically praised against a late game a meaningful share of this sample found genuinely punishing rather than merely challenging. What Dungeon Antiqua 2 sets out to do, deliver a lean, focused dungeon crawler built around fast combat and a flexible job system, it does with a level of polish and clarity that a solo-developed project rarely achieves, and the volume of specific, detailed praise across this sample is not something this review can treat as coincidence. But the death-penalty complaints, the skill-slot restriction, and the now-patched but genuinely serious postgame-bricking bug are real costs a meaningful share of this sample experienced directly. This review scores it as a genuinely excellent, if occasionally punishing, dungeon crawler that earns its comparisons to the genre's classics.
Final Verdict
Dungeon Antiqua 2 delivers fast, fluid combat and a job-mastery system reviewers consistently rank among the best in its genre, wrapped in a lean, SNES-styled package that respects players' time. What holds this score back is a punishing late-game death penalty, a restrictive skill-slot limit, and a handful of launch-week rough edges, including a serious but since-patched postgame-bricking bug. Strongly recommended for fans of classic job-system JRPGs and dungeon crawlers.
Pros and cons
Pros
- Reviewers overwhelmingly and specifically praise the fast, fluid, turn-based combat, several independently calling it a genuine highlight of the genre
- Multiple reviewers specifically credit the job-mastery system, which lets characters equip skills learned from other classes, for enabling genuinely creative and varied party builds
- Several reviewers specifically praise quality-of-life refinements over the first game, including configurable auto-heal after battle and mid-run job, name and colour changes
- This review found consistent, specific praise for the game's low asking price relative to its roughly ten-to-twenty-hour length, multiple reviewers explicitly calling it excellent value
- Multiple reviewers specifically credit the SNES-styled art and soundtrack for evoking classic Final Fantasy IV and V without feeling derivative
Cons
- This review found a significant, recurring complaint about a punishing late-game death penalty, several reviewers describing steep gold loss and long backtracks after dying to unexpectedly harsh boss attacks
- One detailed account describes a serious bug that could permanently brick access to the game's postgame content by collecting a specific item the game repeatedly prompts players to pick up; this review notes the developer has since patched the issue
- Several reviewers separately criticise balance among class-specific skills, naming a couple of abilities as strictly better than most alternatives and narrowing effective build variety
- Multiple reviewers specifically criticise a restrictive four-ability skill slot limit, several saying it undercuts the job system's own promise of build flexibility
- A smaller number of reviewers separately note missing quality-of-life features at launch, including no cloud saves and an item buyback exploit that trivialises the game's economy