A conversation all about Rogue Dungeon

Daniel (@Dungeondive) is joined by Albert and John from Cerberus Gate Games, discussing their game Rogue Dungeon. The game, initially released as a print-on-demand title on Gamecrafter, is now up on Kickstarter, and is one of Daniel’s favorite solo-only games. They dive into the game’s design, its influences from both tabletop and video games, and the creative process behind it.

Albert shares that despite being a solo game designer, his love for strategy games like Everdell and Agricola influences his design style. John, a concept artist, is more into video games and draws inspiration from old CRPGs like King’s Quest. They touch on their goals of making a dungeon crawler that’s light, easy to bring to the table, but still immersive and strategic. This led to the creation of Rogue Dungeon, which focuses on creating a zero-to-hero experience with tactical depth while remaining quick to play.

The team also reveals the development of a digital version of Rogue Dungeon, a major evolution that will feature more content, mechanics, and visuals, designed in part to address some of the requests for variety in encounters. The digital version includes new dungeon types and cursed loot mechanics, which introduce more strategic depth to the game. Daniel and the developers also discuss the challenges of balancing characters, the importance of choices in gameplay, and the advantages of Kickstarter in supporting indie projects like Rogue Dungeon.

The conversation ends with the team discussing future content plans, including possible expansions and improvements, and their excitement about bringing the game to more players via the digital platform.

1 Like