Key art for Portal Dungeon

Game review

Portal Dungeon

7 / 10

Developer
Dusk Dog Studio
Publisher
Dusk Dog Studio
Released
26 July 2023
Platforms
Windows
Genre
Co-op Action Roguelite
Monetisation
One-time premium purchase plus optional paid character DLC packs; base game is complete without them
Players
Local and online co-op for up to four players, alongside a full single-player mode

The short version

Portal Dungeon takes clear inspiration from Risk of Rain and Magicite, sending up to four players through side-scrolling dungeon floors collecting an enormous pool of items and abilities while fighting toward escalating bosses. Reviewers consistently praise the surprising depth of that item pool and describe multiplayer as working smoothly for a small-studio release, with several reviewers calling the game underrated relative to how much content it actually offers.

A meaningful share of reviewers describe real friction beneath that praise, concentrated specifically around single-player balance and a handful of punishing enemy and difficulty design choices. Complaints about disproportionately harder top difficulty tiers, unfair enemy attacks with limited counterplay, and no invincibility frames after taking damage recur across independent reviews. The developer has responded with one of the densest, most sustained patch records this lane has documented — nearly 100 logged updates spanning EA through the present — including explicit, named balance passes, though not every specific single-player complaint maps cleanly onto a confirmed fix.

Biggest strengths

  • A genuinely massive item, character and pet roster — reflected in a 148-achievement list — giving runs real, substantial build variety across many playthroughs
  • Surprisingly smooth, well-implemented local and online co-op for up to four players, a real technical achievement for a small studio release
  • One of the densest, most sustained patch records this lane has documented, spanning Early Access through the present with continued new characters, items and balance passes years after the 1.0 release

Biggest weaknesses

  • Multiple reviewers report the highest difficulty tier scaling disproportionately harder than the tier below it, with enemy health and damage increasing far more than player power growth can keep pace with
  • Specific enemy and level design choices draw real criticism for feeling unfair in single-player particularly, including enemies capable of chaining damage with no invincibility frames between hits, leaving players unable to react before taking further damage
  • The game doesn't pause while players read new item and ability descriptions, which several reviewers describe as forcing rushed decisions while simultaneously dodging active threats

Who it's for: Fans of Risk of Rain-style item-collecting roguelites specifically looking for a genuinely well-supported co-op option, ideally played with friends rather than solo. Less suited to solo players sensitive to unfair difficulty spikes or wanting maximum polish.

Our recommendation: A strong, still-actively-developed pickup for co-op roguelite fans specifically, with realistic expectations that solo play carries more of the game's rough edges than multiplayer does.

7 / 10

Risk of Rain and Magicite cast a long shadow over the item-collecting action roguelite genre, and Portal Dungeon leans directly into that lineage: up to four players descend through side-scrolling dungeon floors, gathering an enormous pool of items and abilities while fighting toward escalating bosses. Where it distinguishes itself is scale — a roster of unlockable characters, pets and items large enough to keep even dedicated players discovering new combinations well past their first dozen runs. Reviewers who expected a small-studio clone to fall short of its inspirations describe being pleasantly surprised by how much genuine content and polish the game actually delivers, several going as far as calling it underrated relative to how little attention it's received.

A genuinely deep, well-supported foundation

The praise centers on scale and multiplayer execution. A 148-achievement list reflects a genuinely massive roster of items, characters and pets to unlock and experiment with, giving runs real build variety that reviewers say keeps drawing them back well past their first several playthroughs. Local and online co-op for up to four players works smoothly, a real technical achievement reviewers specifically credit given the game's small-studio origins. Underpinning all of it is one of the densest, most sustained patch records this lane has documented — nearly 100 logged updates spanning from Early Access in December 2022 through the present, still adding new playable characters and items years after the July 2023 full release.

Difficulty that scales unevenly

Set against that praise, a consistent share of reviewers describe real friction with how difficulty is tuned, particularly at the top tiers. Multiple reviewers report the hardest difficulty setting scaling disproportionately harder than the one below it, with enemy health and damage increasing far faster than a player's own power growth can realistically keep pace with — one reviewer specifically describes it as roughly three times harder than the tier just beneath it, calling for rebalancing. Specific enemy designs compound the frustration in single-player especially: reviewers describe enemies capable of chaining damage with no invincibility frames between hits, leaving little room to react, and encounters that only become genuinely dangerous once a player has already built up real power, undercutting the sense of earned progression that a well-tuned roguelite should deliver.

A design choice that punishes reading

A smaller, more specific complaint concerns interface design: the game doesn't pause while players read new item and ability descriptions, forcing them to simultaneously parse unfamiliar mechanics and dodge active threats. Multiple reviewers describe this as genuinely frustrating for new players specifically, since understanding what a given item actually does is exactly the kind of decision that benefits from a moment of uninterrupted attention the game doesn't provide.

An extensive, if incomplete, response

Checking these complaints against the public patch record shows real, substantial ongoing engagement, even if it doesn't map perfectly onto every specific complaint. Named "Balance adjustment" sections appear repeatedly across updates, with detailed, specific character skill and item damage tuning — one update alone lists changes across seven different playable characters and multiple items. Other patches directly fixed specific reported bugs, including abnormal enemy health values at very high levels and shield recovery calculation errors. What this review's research didn't find in the sampled patch history was an explicit, named fix for the invincibility- frame complaint or the pause-during-item-selection issue specifically, meaning those particular frustrations may persist as design choices rather than confirmed oversights, even within an otherwise clearly active development process.

A game that plays better with friends

A related, recurring theme across reviews is that single-player specifically bears more of the game's rough edges than multiplayer does. Several reviewers explicitly note the core difficulty curve feels tuned with a full co-op party in mind, and at least one reviewer reports a noticeably less balanced solo experience compared to playing with others. That's a reasonable design tradeoff for a game built primarily around co-op, but it's worth flagging plainly for anyone planning to play solo specifically.

Weighing the "derivative" complaint fairly

Reviewers split on how much credit Portal Dungeon deserves for originality specifically. Some describe it plainly as a mouse-aimable, side-scrolling take on Risk of Rain that borrows items and structure closely enough to feel more like a variation than a genuine reinvention, with at least one detailed reviewer noting several items feel directly copied rather than reinterpreted. Others push back on that framing, arguing the specific combination of side-scrolling movement, mouse-based aiming, and the sheer scale of the unlockable roster gives the game a distinct identity worth judging on its own terms rather than purely as an homage. Both readings are defensible depending on how much weight a player places on mechanical novelty versus polished execution of a proven formula — this isn't a case where one side is simply wrong, but a genuine difference in what players value most when a game wears its inspirations this openly.

Where it lands

Portal Dungeon delivers a genuinely deep, well-supported take on the Risk of Rain formula, with a content roster and patch cadence that punch well above what its relatively modest review count might suggest. The single-player balance and design complaints reviewers raise are real and specific, and while the developer's exceptionally active patch record addresses many issues by name, not every solo-play frustration has a confirmed fix in the public record. For co-op roguelite fans specifically, this remains a strong, still-growing recommendation; solo players should go in aware the experience is tuned with a full party in mind.

Pros and cons

Pros

  • A genuinely massive item, character and pet roster — reflected in a 148-achievement list — giving runs real, substantial build variety across many playthroughs
  • Surprisingly smooth, well-implemented local and online co-op for up to four players, a real technical achievement for a small studio release
  • One of the densest, most sustained patch records this lane has documented, spanning Early Access through the present with continued new characters, items and balance passes years after the 1.0 release
  • A genuinely addictive core loop that reviewers compare favourably to beloved genre touchstones like Risk of Rain and Magicite, with several describing the game as underrated relative to its actual content depth
  • Regular, explicitly-named balance adjustment patches that show real, ongoing developer engagement with specific character and item tuning feedback

Cons

  • Multiple reviewers report the highest difficulty tier scaling disproportionately harder than the tier below it, with enemy health and damage increasing far more than player power growth can keep pace with
  • Specific enemy and level design choices draw real criticism for feeling unfair in single-player particularly, including enemies capable of chaining damage with no invincibility frames between hits, leaving players unable to react before taking further damage
  • The game doesn't pause while players read new item and ability descriptions, which several reviewers describe as forcing rushed decisions while simultaneously dodging active threats
  • Single-player is repeatedly described as noticeably less balanced than multiplayer, suggesting the core difficulty tuning assumes a full co-op party rather than accounting for solo runs specifically
  • Localization and translation issues, including untranslated internal strings appearing in places, are reported by at least one detailed reviewer

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 7.5 / 10
  • Visuals 6.5 / 10
  • Progression 6.5 / 10
  • Originality 6 / 10
  • Interface 6 / 10