My Dungeon Wants Revenge
You are not the hero.
You are the dungeon.
Build rooms, place monsters, set traps, stock treasure, and prepare for the next party of reckless adventurers trying to clear you out.
My Dungeon Wants Revenge is a roguelite dungeon-building auto-battler where you design the danger, then watch adventurer parties push through your dungeon room by room. Between raids, you upgrade your layout, adjust your defenses, and try to make the next party regret ever stepping inside.
Current features:
- Build and prepare dungeon rooms
- Place monsters, traps, and treasure
- Watch adventurer parties raid your dungeon
- Follow battles through a paused room-by-room raid report system
- Improve your dungeon between attempts
This is an early development build, so balance, UI, art, and content are still changing. Feedback is very welcome.
Current Build: 0.19.612
This is a desktop game.
Discord Link - Please join so that I am updated on your opinion, suggestion and feedback.
| Updated | 10 days ago |
| Published | 27 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | Echoesmith |
| Genre | Strategy, Simulation |
| Tags | 2D, Auto Battler, Dungeon Crawler, Management, Roguelite, Text based |
| AI Disclosure | AI Assisted, Code, Graphics |
Development log
- Ver 0.19.61210 days ago
- Ver 0.19.35514 days ago
- Ver 0.19.32316 days ago
- Ver 0.19.13524 days ago


Comments
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Played about half an hour, got the dungeon to rank E, and I will be back for more. The loop really works. Watching a party walk into something you set up two raids earlier is a great feeling and it kept me going for one more attempt.
Two things got in my way. The tutorial is good but it never mentions teleport, so the first time it showed up afterwards I had no clue what it did and basically wasted a raid working it out. And there is a lot of clicking. Setting up rooms is fine the first few times, then it starts to drag when you are redoing it every raid. If there was a preset or a saved layout you could drop in it would help a lot.
UI needs polish in general, though I get that it is early. More traps too, I felt like I had seen most of the options fairly quickly.
Balance was fine for me at rank E, no complaints, just the usual thing where this kind of game lives or dies on not getting too easy or too brutal later on. Good luck with it, the core idea is strong.
Thank you for giving my game a try!
Your confusion about the Teleporter is understandable, as it’s a new feature I only introduced a few days ago. It isn’t intended to be used during the early stages of the game and will normally only unlock once the player’s dungeon reaches Rank D.
I made it available earlier for testing so I could see how much of an impact it would have on the game. That’s also why it hasn’t been included in the tutorial yet.
The preset and saved-layout feature is already available, though you may have missed it. It’s located at the top of the Dungeon Plan screen.
You can save up to three dungeon plans, and they will remain available even after you lose a run. For example, if adventurers destroy your Dungeon Core, you can upgrade your dungeon, return to the Build page, and reload one of your saved plans instead of rebuilding everything from scratch.
At the moment, I’ve mainly been focusing on balancing the game, so the UI and visuals are still quite unpolished.
The game is designed as a roguelite, so I’m also not sure whether you’ve tried losing a run and spending the currencies you earn afterward. You can use them to unlock additional trap rooms, along with many other upgrades, including monsters ranging from Rank E all the way to Rank S.
The saved layouts are on me, I never noticed them at the top of the Dungeon Plan screen. Good to know they stick around after a loss as well, that makes rebuilding much less of a chore. And the Teleporter makes sense now, I had no idea it was meant to show up at Rank D.
On the currencies, the reason I have not spent any is that I have not actually lost yet. Kicking adventurers out costs so little mana that I always have a big surplus, so I just eject them long before they get near the core and the run never really ends. Might be worth raising that cost, because at the moment there is no reason for me to let a fight play out, and it means I have not seen any of the unlock side of the game you are describing.
Still playing it though, I like the concept a lot.