Game review
DUNGEON RAZE
7 / 10
- Developer
- KOTARO YOSHIDA
- Publisher
- Phoenixx Inc.
- Released
- 2 January 2025
- Platforms
- Windows
- Genre
- Roguelite Shooter
- Monetisation
- One-off purchase at NZ$4.49. No microtransactions.
- Players
- Single-player only
The short version
DUNGEON RAZE hands you a destruction witch and a simple, escalating promise: don't fight through the dungeon, demolish it. Walls, floors and defense systems all give way to firepower that scales from modest to absurd within minutes, on a countdown timer that turns every run into a race against the clock. Reviewers reach for a specific, well-chosen set of comparisons -- Half Minute Hero's time pressure, Vampire Survivors' escalating chaos, and, from at least one reviewer with genre knowledge to spare, ClaDun X2's scrappy dungeon-crawler DNA. "It does one thing and does it well," reads one of the most representative reviews on the game, and that's a fair summary of both the appeal and the ceiling: a tight, thirty-to-forty-minute main campaign that most players clear in a single sitting, followed by an Endless Mode and meta-progression system that several reviewers say is where the game actually opens up.
The small negative sample that exists raises specific, legitimate points rather than vague dissatisfaction: buffs and upgrades that some reviewers find too loosely tuned to feel rewarding, enemy swarms some describe as under-balanced, and localization rough edges -- no key remapping, an English translation with rough patches -- that a small but vocal minority found hard to look past.
Biggest strengths
- A genuinely distinctive core hook -- destroying the dungeon itself rather than just its inhabitants -- that reviewers consistently describe as satisfying and well-realized
- Pixel art and music draw specific, repeated praise, with more than one reviewer calling out the soundtrack and visual design as clearly made with care
- Extremely cheap at NZ$4.49 relative to the amount of arcade replay value reviewers report getting out of it, particularly once Endless Mode and its meta-progression unlock
Biggest weaknesses
- A vocal minority of reviewers describe buffs and attack upgrades as too loosely tuned to feel meaningfully rewarding, turning runs into what one review calls a "mindless" autogunner with little sense of build progression
- Enemy swarm balance draws specific complaints about being overtuned relative to the tools available to handle it, particularly in the opening runs
- No key remapping and rough English localization are specific, repeated complaints, including one reviewer who couldn't locate the game's own Japanese title to leave feedback about it
Who it's for: Fans of short, arcade-style roguelite shooters who want a distinctive power fantasy and don't mind a brief main campaign as long as there's a longer tail to chase afterward. Not for players who want deep narrative or a lengthy core campaign, or who need polished localization and full control remapping out of the box.
Our recommendation: An easy recommendation at NZ$4.49 for fans of short, high-energy roguelites, especially if you push past the main campaign into Endless Mode rather than judging the game on its first thirty minutes alone. Balance and localization rough edges are real but minor next to what most reviewers describe as a genuinely satisfying, distinctive power fantasy.
7 / 10
Most dungeon crawlers ask you to fight your way past the walls. DUNGEON RAZE asks you to fight the walls themselves, and it commits to that premise completely. You play a destruction witch whose firepower "vaporizes the dungeon as you go," per the store page, with power scaling the game itself describes as defying logic -- projectiles multiplying, damage escalating, until entire sections of map collapse in a single shot. It's a small, cheap, tightly scoped idea, and 65 English-language reviews back it up with a 92.3% Very Positive score built almost entirely on how well that one idea is executed.
A short, sharp power fantasy
The comparisons reviewers reach for tell you most of what you need to know about the pacing: "has the same fast and frenetic energy as Half Minute Hero, mixed with a bit of the Vampire Survivors energy," reads one review, name-checking a game literally built around a thirty-second countdown alongside the genre's reigning swarm-shooter. DUNGEON RAZE runs on its own timer too, and most reviewers report clearing the main campaign -- the Sealed Dungeon mode and its final boss -- in roughly thirty to forty minutes. "They didn't lie, you can really finish the game in 30 minutes," reads one review, treating the brevity as a feature rather than a shortfall given the NZ$4.49 price. Global achievement data backs the pacing claim up directly: 82% of players who own the game clear the normal-difficulty campaign, an unusually high completion rate that confirms the core loop is short and satisfying enough that most buyers actually see it through rather than bouncing off early.
What extends the experience past that first sitting, according to several reviews, is Endless Mode -- unlocked after clearing the main campaign once, and paired with a separate meta-progression system. "Many of the reviews here have not unlocked the full game!" reads one review, specifically pushing back against complaints about the game lacking depth. "You have to complete the dungeon once, then it opens the Endless Mode and the meta progression!! That's where the fun starts!" The achievement data supports there being real substance here for players who go looking: a steady climb through mid-tier "break rate" and rank-based achievements gives way to a sharp cliff at the hardest unlocks -- clearing all bosses and completing a full time attack both sit under 1% of the player base -- consistent with a genuinely deep endgame that only the most dedicated players chase to completion.
Real, specific complaints in a small sample
DUNGEON RAZE's negative reviews are few -- five in total among the English-language corpus this review draws from -- but they're specific rather than vague, and worth taking at face value rather than dismissing purely because of their rarity. The most detailed complaint concerns build satisfaction: "the buffs and attack upgrades you get are so loosely given to you that it makes it really unsatisfying to gather them," reads one review, describing runs that devolve into "a complete autogunner that just has no return for the amount of input you are giving." A second review flags enemy balance in the opposite direction, describing early runs where "you are swarmed with ten bazillion enemies" and asking for better tuning. Both complaints point at the same underlying tension in a game built around escalating chaos: getting that escalation to feel earned rather than either too slack or too punishing is a hard needle to thread, and not every reviewer feels the game threads it consistently.
Localization and interface issues are the other recurring thread, smaller in volume but pointed in tone. One review specifically criticizes the absence of key remapping and describes the English translation and UI text as difficult to parse, adding, half in frustration, that they couldn't even locate the game's own Japanese title (ダンジョン崩し) to search for more information about it. It's a minor complaint in the scheme of a $4.49 arcade shooter, but a legitimate one for anyone who relies on custom key bindings or needs cleaner UI text to play comfortably.
One further point of disagreement is worth flagging honestly rather than resolving artificially: an early reviewer describes losing progress unless a run is continued immediately rather than resumed later, calling it "a weird system to have in 2025." Another reviewer, describing the separate Endless Mode meta-progression system, suggests the complaint may stem from not having reached that unlock yet. This review can't independently adjudicate which account fully describes the current build's behaviour, but both are reported directly from player experience and worth knowing about before assuming the game's progression works one way or the other.
Small game, real commitment behind it
What distinguishes DUNGEON RAZE from a lot of similarly scoped, similarly cheap arcade roguelites is the amount of support behind it since launch. Phoenixx Inc., the publisher, has kept a steady patch cadence going from a string of hotfixes in January 2025 through a version 1.3.0 update in June 2026, alongside a confirmed announcement of upcoming Switch, iOS and Android releases -- a meaningfully larger commitment than most games at this price point receive. Reviewers notice and credit it directly: "there was a lot of love put into this game and it shows," reads one, praising the music and pixel art specifically as evidence of that care.
7.0 out of 10. DUNGEON RAZE is a small, cheap, distinctive power fantasy that does exactly what it sets out to do -- let you demolish a dungeon rather than merely survive it -- and does it well enough to earn a genuinely enthusiastic, if compact, fanbase. A short main campaign, some real balance rough edges, and localization issues that a small but vocal minority found hard to overlook keep it from a higher score, but at NZ$4.49, with a genuinely deeper Endless Mode waiting past the first thirty minutes, it's an easy recommendation for anyone the pitch appeals to.
Pros and cons
Pros
- A genuinely distinctive core hook -- destroying the dungeon itself rather than just its inhabitants -- that reviewers consistently describe as satisfying and well-realized
- Pixel art and music draw specific, repeated praise, with more than one reviewer calling out the soundtrack and visual design as clearly made with care
- Extremely cheap at NZ$4.49 relative to the amount of arcade replay value reviewers report getting out of it, particularly once Endless Mode and its meta-progression unlock
- A healthy achievement completion curve -- 82% of players clear the main campaign on normal difficulty -- consistent with a tight, well-paced core loop that most buyers actually finish
- Sustained developer support from launch through mid-2026, including confirmed plans for Switch, iOS and Android releases, a strong signal of continued investment in the project
Cons
- A vocal minority of reviewers describe buffs and attack upgrades as too loosely tuned to feel meaningfully rewarding, turning runs into what one review calls a "mindless" autogunner with little sense of build progression
- Enemy swarm balance draws specific complaints about being overtuned relative to the tools available to handle it, particularly in the opening runs
- No key remapping and rough English localization are specific, repeated complaints, including one reviewer who couldn't locate the game's own Japanese title to leave feedback about it
- The main campaign is short enough -- most reviewers report finishing it in thirty to forty minutes -- that players judging the game purely on that portion may miss where its replay value actually lives
- At least one reviewer reports session-to-session meta-progression not persisting unless a run is continued immediately, a confusing design choice that another reviewer disputes by pointing to Endless Mode's separate progression system -- worth confirming for yourself before assuming either account is the full picture