I've spent over 10 years trying (and failing) to beat this dungeon-crawling roguelike RPG that was made using cellphone internet data in a treehouse in the woods

Feb. 15, 2024



Now Playing | Legend of Dungeon is the game I love to hate, hate to love, and couldn’t imagine my life without

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As you’ve likely already gleaned from the headline above: it was not, in any way, easy peasy. As I’d discover the hard way (by dying, again and again andagain), there was far more to this cavern-crawling roguelike than I ever could have bargained for. Because while enemies early doors include a genre-familiar foray of bats, zombies, goblins and orcs, later levels introduce everything from Minotaurs to Kitten Wraiths, Grim Reapers, Poison Warlocks, Snake Wizards, Vampires (who flit between humanoid form and swarms of bats), Lich Kings (who summon hordes of skeleton minions), physics-defying Unicorns, the actual Devil itself, and a Giant Skull who’s described as “the absolute ultimate in Magical prowess.”

Throw in the fact that no two runs are the same, and the fact that Legend of Dungeon is powered by some brutally unforgiving permadeath mechanics, and, yeah, you quickly find yourself up shit creek without a paddle. So much so that I’ve spent over a decade on and off trying to beat it, and have never once come close. Me waxing lyrical about a game now over 10 years old could be a feature article in itself I’m sure, but the most interesting part this story isn’t how challenging Legend of Dungeon is – it’s the fact that its developer, RobotLovesKitty, created the game in a treehouse in the woods using 4G cell phone data.

Night(s) in the woods

Night(s) in the woods

Two of my all-time favorite Metroidvania games launched in the last year – and I’ve hardly understood a word of their stories

Yes, you read that right. I wrote about development duo Calvin Goble and Alix Stolzer’s, let’s say,unorthodox, living arrangement-meets-game dev studiofor our sister publication PC Gamerseveral years ago – exploring how the two-person indie outfit traded their Manhattan apartment for a treehouse in the woods in Vermont. In the process, the pair gave up the daily domestic luxuries many of us take for granted (not least instantaneous hot water) for a 350-square foot purpose-built home that sat eight feet off the ground, was powered by homemade solar paneling, within a space shared by very real and very vicious black bears.

Which is when I discovered it. Truth be told, Legend of Dungeon has haunted me ever since. It’s brilliant, brutal, heartwarming and heartbreaking; one of the most fantastic games I have downloaded to my Steam library and yet easily one of the most frustrating. I’ve spent over a decade trying to crack it, but have never once come close to watching the credits roll.

“And you know what? I love it. Every ill-fated run excites me because what if the next one is the one?”

I actually couldn’t tell you how many times I’ve tried to guide the 26th-floor treasure back to the surface, and I can go months at a time without trying – putting each ill-fated pilgrimage to the back of mind in the vague hope that distance will help me return stronger. But it never does. If ever I actually make it all the way down to the final floor (which, admittedly, isn’t very often), I’m invariably slaughtered on my ascent by any of the bastard baddie shopping list illustrated above.

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And you know what? I love it. Every ill-fated run excites me becausewhat ifthe next one isthe one?So far, that’s never been the case, and I’m not even sure that I ever want it to be. What would then become my go-to game when I’m staring at my hundreds-strong Steam library and can’t decide what to play? That’s an outcome I want to avoid, more than a thousand Poison Warlocks or a seven-foot tall, 400-pound Vermont forest black bear. If you fancy taking Legend of Dungeon for a spin,you can do so right now. And if you manage to return with the treasure, keep it to yourself because I don’t want to know.

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