Key art showing the four playable classes — Warrior, Wizard, Rogue, and Monk — facing off against a large armoured figure seated on a throne, with the Dungeons & Death logo below

Game review

Dungeons & Death

7 / 10

Developer
RatSlayerGames
Publisher
RatSlayerGames
Released
14 September 2026
Platforms
Windows, Linux
Genre
RPG

A Forty-Third Consecutive Launch Without a Single Review

Dungeons & Death launched on Steam on 14 September 2026 for Windows and Linux, and at the time of writing has zero user reviews. That's a notable gap for a game built explicitly around multiplayer sessions — a co-op action roguelite depends on players actually finding parties and lobbies, and early review volume is usually one of the clearest public signals that a game's matchmaking and session length are working as intended. Without it, there's no independent account yet of whether four-person lobbies fill reliably or whether solo play holds up on its own.

Four Classes, One Expedition at a Time

The core loop is a top-down action roguelite: pick a class — Warrior, Wizard, Rogue, or Monk — and fight through a procedurally-varied campaign one expedition at a time, solo or with up to three other players. Combat is described in specific, tactile terms rather than vague marketing language: chaining light and running attacks, charging heavy blows, blocking, parrying, grappling, and launching enemies into the environment, with each class given its own "combat identity" through distinct skills and upgrade paths — defending, casting, ambushing, or fighting hand-to-hand. The most interesting stated mechanic is an "Overcharging System," where players can push skills beyond their normal limits by paying the cost in their own health in exchange for ultimate attacks and what the store page calls "infinite scaling." That's a meaningful risk-reward lever layered on top of a fairly standard four-class roguelite skeleton, since it turns a class's strongest tools into a resource-management decision rather than a simple cooldown, though the store page gives no detail on how steep that health cost gets at higher difficulty or how it interacts with co-op revives. Screenshots confirm the resource behind that system is a visible, shared Momentum bar rather than an abstract flag: one shot shows it nearly full after a stretch of ordinary combat, another shows it drained to a sliver immediately after a large area-of-effect spell dealt 329 damage in one hit, alongside a running combo counter and per-class skill wheels with visible cooldown timers rather than instant, spammable abilities.

An Optional Human Director Turns Co-op Into Asymmetric PvP

The single most distinctive feature on the store page is an optional human "Director" role: rather than always facing AI-controlled encounters, a player can instead take a seat opposing the party, using a command palette and their own skill tree with limited resources to pressure the group, possess enemies, and spawn a dedicated antagonist described as "your own Dark Hero the Black Knight." That's a genuinely uncommon structure for a dungeon-crawling roguelite — most co-op runs in this genre are purely cooperative against scripted or randomized AI, so building in an explicit asymmetric-PvP option, where one person's job is to actively work against the rest of the party using a bounded resource budget, gives the format a replayable wrinkle beyond simply re-rolling the same encounters with a friendlier or harsher random seed. Whether that role is well-balanced against four coordinated players, and how often lobbies will actually have someone willing to take the antagonist seat instead of playing alongside the party, are exactly the kind of open questions early player reviews would normally start answering. A screenshot from a forest expedition hints the Director is woven into the fiction rather than bolted on as a pure difficulty toggle: an on-screen log line reads "Something in full plate watched 'The Cultists' Hollow' end," naming both a specific expedition location and framing an armoured observer — presumably the Director's in-world presence — as actively watching each run play out, which is a more narratively integrated touch than the store page's mechanical description alone suggests.

Randomized Level-Ups, Hidden Skills, and Run-Length Choice

Character growth during a run comes from "randomized level ups and hidden skills" layered on top of each class's own fixed skill tree, with the store page pitching class-agnostic combos that emerge from combining skills either alone or with other players — a build-crafting promise common to the roguelite genre generally, though without concrete skill names or example builds to verify how deep that combination space currently runs. Session structure gets a deliberate nod to player time constraints: expeditions come in quick, standard, or long variants, chosen before setting out, with no fixed minute count promised for any of them — a sensible acknowledgment that co-op sessions need to accommodate players with different amounts of free time on a given night. Beyond length, the store page promises "routes that can surprise you," including changing objectives, random events, elite enemy affixes, and hidden paths, which is the standard toolkit modern roguelites use to keep repeat runs from feeling identical, though how varied that pool of objectives and affixes actually is at launch isn't something the pitch text quantifies. Screenshots confirm at least two distinct objective types beyond straightforward monster-clearing: a timed "Hold the Ground" wave-defence encounter tracked against a live enemy counter, and a scripted boss fight against a named "Brood Guardian" in a spider-egg-filled nest lair with its own dedicated health bar — concrete evidence that set-piece encounters exist alongside the promised randomized routes and elite affixes, rather than every fight being an undifferentiated skirmish.

A Modest Price With a Meaningful Launch Discount

At NZ$9.45 after a 40% discount from a NZ$15.75 list price, Dungeons & Death sits at a genuinely accessible price point for a co-op action roguelite with this much stated mechanical ambition, and there's nothing in the store page's feature or category listing to suggest any in-app purchases or planned monetisation beyond the base price. The category list confirms both online and LAN support for co-op and PvP, Steam Cloud saves, Steam Achievements, and accessibility options including adjustable text size, camera comfort, and custom volume controls — a reasonably complete technical baseline for a small studio's full release. Mac support is absent, which will matter to some potential co-op groups, and as with most day-one releases from a small team, there's no independent word yet on how stable server browsing, lobby matchmaking, or the Director role's netcode actually are in practice.

Verdict

Dungeons & Death pairs a familiar four-class action-roguelite skeleton with two genuinely distinctive touches — a health-cost Overcharging system built around a visible, drainable Momentum bar, and an optional human Director role woven into the fiction as an armoured figure actively watching each expedition — at an accessible discounted price with a full accessibility and Steam feature set. Screenshots of a wave-defence objective, a named boss fight in its own themed lair, and a shared resource bar dropping to near-empty after a single big spell all confirm these systems are implemented and working rather than purely aspirational. It launched on 14 September 2026 with zero user reviews so far, so how well the Director role actually balances against a coordinated party, how deep the combo space between class skills really goes, and how reliably online lobbies fill for a brand-new co-op title remain unverified by anyone outside the studio.

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 7 / 10
  • Progression 6.5 / 10
  • Performance 5.5 / 10
  • Originality 7 / 10
  • Monetisation 8.5 / 10
  • Interface 6 / 10