
This F*cking Dungeon
This F*cking Dungeon (TF*D)
Welcome to the evil f*cking world of endless dungeons.
You didn't "look in" here. You fit in. The difference is like between "I'm just going to take a look" and "why don't I have pants and half my HP".
Briefly, while still alive
This F*cking Dungeon - retro roguelike game in the CRT terminal: raycast rendering, turn-based JRPG dice fighting, procedural floor generation, and the persistent feeling that the dungeon personally hates you.
You're coming down. You're cheating. You "almost won."
Then comes a hellhound, a pair of skeletons, a succubus with the charm of a tax inspector — and the screen writes the beautiful word DEATH. Does it seem like it's possible to escape? No. The wall collapsed right behind my back. DEATH x2
Press N. Repeat. This is not bullying. This is the dungeon's business model.
What's waiting for you (spoiler: pain)
- Raycast + ASCII — look at the world through the eyes of someone who feels sorry for pixels, but not for you
- Turn-based combat — attack, defend, flee, skill. Fleeing works… sometimes. Statistics say "sometimes" louder than your excuses
- Classes to choose from (all equally mortal):
- Warrior — spins the sword, smears blood, dies "heroically"
- Mage — heals himself, reflects damage, burns anyway
- Rogue — "they can't see me" until they can; then they see very well and it hurts
- Enemies with skills — heal each other, bite and run, burn, stun, charm. Fairness? No. Funny? For *them* — yes
- Debuffs that outlive your hopes — poison, bleed, burn: the fight is over, the suffering is not
- Anvil — a minigame of "hit with the hammer until your hands betray you." Miss = weak upgrade = "well, almost"
- Enchanted walls — runic hell. One wrong click — and the wall stays enchanted, and you stay a fool
- Merchants, chests, ore, loot — the economy of "bought a potion → died → the potion stayed in the previous run"
- Procedural soundtrack and SFX — the dungeon doesn't just kill you, it also plays music over you based on the entropy of the code data
- Difficulties: Easy/Medium/Hard. "Easy" is when they kill you a little more politely
Features to be ashamed of, but proud of
- Roguelike: death = start over. No "oops, roll back" saves. There's only the story of how you'll "definitely make it next time"
- Floors grow. You don't (well, until level-up… and then you don't again)
- Lots of loot. Little bag space. Greed is punished faster than stupidity — and that's a compliment to stupidity
- CRT interface: orange/green/white. Choose which color you want to watch your demise in
Who this is for
- For those who missed Old School and aren't afraid that Old School bites
- For fans of JRPG combat who need more than just numbers — they need mockery too
- For people who say "one more floor" at 3:47 AM and mean it
- Not for those who want fair balance, a warm tutorial, and hugs. Hugs here are only from tentacles. Joke. But I'll probably add enemies like that too
Status
Actively evil prototype / early access to suffering.
Bugs? Call them "atmosphere."
Unfair death? Feature.
If something broke — restart the run. If *you* broke — same.
This F*cking Dungeon does not promise victory.
It promises one more floor.
And one more is already greed.
And greed in the dungeon is a blood tax.
See you on the DEATH screen.
Don't be late. We already reserved you a seat.
TF*D — This F*cking Dungeon.
You asked for a dungeon. You got the whole personality disorder.
| Updated | 3 days ago |
| Published | 11 days ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Author | Abanazar |
| Genre | Role Playing |
| Tags | 2D, Atmospheric, Dungeon Crawler, Fantasy, Indie, JRPG, Neon, Retro, Singleplayer |
| AI Disclosure | AI Assisted, Sounds |





Comments
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The game seemed interesting, unfortunately it appears to me in a strange language, and I couldn't understand anything.