Game review
Fantasy Classic: Dungeon Crawler
6 / 10
- Developer
- Eternal Play Office
- Publisher
- Eternal Play Office
- Released
- 15 August 2026
- Platforms
- Windows
- Genre
- RPG / Early Access
- Monetisation
- Paid, one-time purchase. NZ$29.49; no in-app purchases.
- Players
- Single-player only.
The short version
Fantasy Classic: Dungeon Crawler is a party-based CRPG built in the tradition of old-school tabletop fantasy adventure, sending a band of six heroes out from the town of Midenshire into the ruined fortress of Vhal Drakhar beneath Mount Garang, where light, marching order, supplies and battlefield positioning all decide whether the party returns or vanishes in the dark. Released into Early Access on 15 August 2026 by Eternal Play Office at NZ$29.49, its tiny early review base is cautiously positive, drawing specific praise for an unusual automated-decision system layered over its turn-based combat, tempered by a reported combat-lag bug and a strikingly small pool of available character portraits at this very early beta stage.
Biggest strengths
- The sample's most detailed reviewer specifically praises the game's approach to automating turn-based combat, describing a system that lets players define specific personalities and decision profiles for each of the party's six heroes, calling it "high-fidelity automation of turn based combat" that simplifies managing a full party without removing tactical control entirely.
- That same reviewer favourably compares the game's real-time-with-pause-adjacent structure to Dragon Age: Origins, framing the design as going for "something wildly different" from either pure turn-based or standard real-time-with-pause combat found in most other party CRPGs.
- A separate reviewer specifically praises the size of the game's dungeon for only being at "version beta 0.1," calling it "a decently big dungeon" already and stating the game "has a lot of promise for old school dungeon crawlers."
Biggest weaknesses
- One reviewer reports a specific, blocking technical issue: combat lags and locks up the game entirely once a fight runs to many rounds, and separately notes only a single character portrait, a human male, appeared to be available, though the reviewer could not confirm this fully due to being unable to progress far enough.
- A reviewer who otherwise recommends the game notes there's "still some stuff to iron out," and specifically advises new players to read the game's manual closely, alongside a workaround of sourcing or generating their own character portrait images since the game's built-in options are so limited at this stage.
- The review base is extremely small, just four reviews at time of writing, split three positive and one negative, an early and still very thin signal for a release only weeks into a beta-labelled Early Access.
Who it's for: Fans of old-school, party-based dungeon crawlers in the Wizardry and Bard's Tale tradition who are comfortable buying into a very early, beta-stage Early Access build with a still-limited content pool and unresolved technical issues.
Our recommendation: A promising but genuinely early old-school dungeon crawler with an interesting automation twist on turn-based combat, worth watching for genre fans, though best approached with real caution about its current beta-stage roughness and thin review base.
6 / 10
Into the mountain, six heroes at a time
Fantasy Classic: Dungeon Crawler sets its sights firmly on old-school tabletop fantasy tradition: form a band of heroes in the frontier town of Midenshire, then lead them from safety into the ruined fortress of Vhal Drakhar, shattered and left to rot upon the black slopes of Mount Garang, where strange lights have begun burning again among the broken towers. Released into Early Access on 15 August 2026 by Eternal Play Office at NZ$29.49, it's an explicitly deliberate, methodical game by design, where light, marching order, supplies, wounds and battlefield positioning are all stated to matter, and its tiny early review base responds with real, specific interest even at this very rough, beta-labelled stage.
An unusual answer to managing a party of six
The clearest, most specific praise in the sample concerns how the game handles commanding a full party in combat. One detailed reviewer, who admits going in skeptical after seeing the low review count and a "poorly edited trailer," describes discovering "something beautiful" instead: rather than pure turn-based combat or the real-time-with-pause structure familiar from games like Dragon Age: Origins, this game aims for "high-fidelity automation of turn based combat," letting players define specific personalities and decision profiles for each hero's automated choices. That reviewer frames the approach as a genuine simplification of party management without stripping away tactical control, a specific, systems-level distinction worth taking seriously from a detailed and clearly experienced genre reviewer.
A big dungeon, for a very early beta
Beyond that headline mechanic, a separate reviewer offers a more general but still concrete endorsement, specifically praising the scale of the game's dungeon for only being at "version beta 0.1," calling it already "a decently big dungeon" and stating plainly the game "has a lot of promise for old school dungeon crawlers." That same reviewer's advice to newcomers is itself telling about the current state of the build: read the manual closely, since it "helps a lot," and consider sourcing or generating your own character portraits, since the game's built-in options are still limited enough that some players may want alternatives ready before starting.
The developer's own pitch backs up what reviewers describe
Eternal Play Office's own description of the game lines up closely with what its early reviewers report experiencing. The studio frames Fantasy Classic: Dungeon Crawler as "a game about deliberate exploration rather than rushing blindly forward," listing light, marching order, supplies, equipment, wounds, traps, locked doors, secret passages, spell choices and battlefield positioning as factors that can all decide whether a party returns victorious or vanishes in the dark. That's a specific, systems-heavy pitch, and it's consistent with the kind of careful, tactical praise its positive reviewers are already giving the game just weeks into Early Access.
A combat bug, and a portrait pool reviewers call thin
Set against that promise, the sample's single negative review reports a specific, blocking technical problem: combat reportedly lags and locks up the game entirely once a fight runs to many rounds, a serious issue for a genre built around exactly that kind of extended tactical encounter. That same reviewer separately notes what appeared to be only one available character portrait, a human male, though they're upfront that the bug prevented them from progressing far enough to confirm whether more options exist further into the game. Combined with the manual-reading and portrait-sourcing workarounds the game's positive reviewers openly recommend, the picture that emerges is of a genuinely promising but still distinctly unfinished beta build.
Between the dives, town, rest, and 345 spells to learn
Away from the dungeon itself, the developer's own feature list points to a second layer of depth its early reviewers haven't yet had time to fully dig into. Between expeditions, the party returns to Midenshire to rest, trade, hear rumours, visit local services, and prepare for the next descent, framing every trip underground as a calculated risk between pushing deeper for treasure and retreating before wounds, darkness and exhaustion claim the party outright. On the magic side, the studio specifically advertises 345 unique spells already implemented, spanning healing, protection and utility effects usable both in and out of combat, plus the ability to build custom spells of a player's own, a specific, sizeable number worth flagging for genre fans weighing just how much system depth already exists underneath this beta build's rougher edges.
A promising start, without much independent data yet
It's worth being direct about how early this reception still is: just four reviews at the time of writing, three positive and one negative, a very small and early signal for a release only weeks into a beta-labelled Early Access cycle. Steam's global achievement-statistics endpoint returned no accessible data for this title at the time of writing, meaning there's no broader player-behaviour data available to independently corroborate how widely the reported combat-lag bug or portrait limitations are affecting the small early player base beyond the one detailed account describing them directly.
Final verdict
Fantasy Classic: Dungeon Crawler backs up a genuinely old-school, systems-heavy party CRPG pitch with a specific, interesting twist on automating turn-based combat that its most detailed early reviewer finds genuinely novel, alongside real praise for the scale of its dungeon this early in development. Its acknowledged rough edges are equally specific: a combat-lag bug capable of locking up long fights entirely, and a character-portrait pool reviewers describe as strikingly thin for now. At NZ$29.49, this is a cautious recommendation, worth watching closely for fans of old-school dungeon crawlers, but best approached with realistic expectations about just how early and unpolished this particular beta build still is.
Pros and cons
Pros
- The sample's most detailed reviewer specifically praises the game's approach to automating turn-based combat, describing a system that lets players define specific personalities and decision profiles for each of the party's six heroes, calling it "high-fidelity automation of turn based combat" that simplifies managing a full party without removing tactical control entirely.
- That same reviewer favourably compares the game's real-time-with-pause-adjacent structure to Dragon Age: Origins, framing the design as going for "something wildly different" from either pure turn-based or standard real-time-with-pause combat found in most other party CRPGs.
- A separate reviewer specifically praises the size of the game's dungeon for only being at "version beta 0.1," calling it "a decently big dungeon" already and stating the game "has a lot of promise for old school dungeon crawlers."
- The developer's own description outlines a deliberately methodical design philosophy, with light, marching order, supplies, wounds, traps, locked doors, secret passages, spell choices and battlefield positioning all stated to matter, a specific, systems-heavy pitch consistent with what the positive reviewers describe encountering.
Cons
- One reviewer reports a specific, blocking technical issue: combat lags and locks up the game entirely once a fight runs to many rounds, and separately notes only a single character portrait, a human male, appeared to be available, though the reviewer could not confirm this fully due to being unable to progress far enough.
- A reviewer who otherwise recommends the game notes there's "still some stuff to iron out," and specifically advises new players to read the game's manual closely, alongside a workaround of sourcing or generating their own character portrait images since the game's built-in options are so limited at this stage.
- The review base is extremely small, just four reviews at time of writing, split three positive and one negative, an early and still very thin signal for a release only weeks into a beta-labelled Early Access.
- Steam's global achievement-statistics endpoint returned no accessible data for this title at the time of writing, leaving no broader player-behaviour data available to independently cross-check how the reported combat-lag issue or the game's early portrait limitations are affecting the wider, still-tiny player base.
Screenshots
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Fantasy Classic: Dungeon CrawlerImage: Eternal Play Office via Steam -
Fantasy Classic: Dungeon CrawlerImage: Eternal Play Office via Steam -
Fantasy Classic: Dungeon CrawlerImage: Eternal Play Office via Steam -
How the review scores each part of the gameWanderer Editorial -
The short versionWanderer Editorial