I Became a Dungeon Crawler SE

App Store Game Games TRY 99.99
16 Sept 2026launched 15 days ago
0.00 ratings
n/aApple doesn’t publish installs
WorldwideSold in 50+ App Store storefronts
1.0latest version · 15 days ago

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About

Cozy Dungeon Explorer is a top-down walk through dungeons that arrange themselves anew each run. There is no combat, no death, and no timer. The whole game is wandering at your own pace, watching fog pull back from old corridors, and stopping to look at whatever catches your eye. Places you have already seen stay faintly lit, so the map grows familiar as you go. Every dungeon hides things worth finding. Gold keys open the locked rooms where artifacts wait, and some statues slide aside when you push them, uncovering sealed chambers with frescos on their walls. Cacao beans scatter across the floors and collect themselves as you walk over them. Artifacts arrive with their own lore cards and showcase images — a seed gourd, an obsidian mirror, a jade serpent lantern, a maize codex, and more. The walls are there to be read. Paintings, murals, tablets, carvings, star charts, count stones, and nawal stones each carry a short piece of lore, drawing on the Popol Vuh and on real Maya achievements: following Venus across the sky, predicting eclipses, a number system whose zero is a shell glyph, animal day-spirits tied to the calendars. Reading five of these in one dungeon wakes the Relic Compass, a warm amber arrow that points toward the nearest relic until every relic in that dungeon is found. Six palettes rotate freely between runs — Mossy Stone, Sunlit Ruin, Crystal Cave, Ember Vault, Indigo Halls, Jade Temple — each with its own drifting company: dust motes, rising embers, fireflies in special rooms. A soft glow travels with you like a lantern, and moss creeps further into the stone across your first twenty dungeons. Levels bring quiet helpers rather than power: a sense for keys glinting through fog, a longer lantern reach, a glow that marks readable walls, an arrow toward unexplored corridors. Experience comes from looking around — each new tile revealed, each door opened, each fresco read adds a little. Touch, keyboard, and gamepad all work, and an optional purchase in the store swaps the explorer into nine craftsfolk outfits: alchemist, blacksmith, tailor, and friends. The story unfolds across two acts of twelve artifacts each. An interlude closes Act I; Act II ends with a finale that gathers every relic into a dawn-lit row, looks back over your journey, and names you a Story Keeper. Afterward the archive keeps all twenty-four relics and journal entries available, and fresh dungeons keep coming for anyone not ready to stop. Progress saves automatically, the dungeon music drifts through a small rotation of tracks with a favorite pinnable from the pause menu, and the game speaks English or Latin American Spanish.Read more
Cozy Dungeon Explorer is a top-down walk through dungeons that arrange themselves anew each run. There is no combat, no death, and no timer. The whole game is wandering at your own pace, watching fog pull back from old corridors, and stopping to look at whatever catches your eye. Places you have already seen stay faintly lit, so the map grows familiar as you go. Every dungeon hides things worth finding. Gold keys open the locked rooms where artifacts wait, and some statues slide aside when you push them, uncovering sealed chambers with frescos on their walls. Cacao beans scatter across the floors and collect themselves as you walk over them. Artifacts arrive with their own lore cards and showcase images — a seed gourd, an obsidian mirror, a jade serpent lantern, a maize codex, and more. The walls are there to be read. Paintings, murals, tablets, carvings, star charts, count stones, and nawal stones each carry a short piece of lore, drawing on the Popol Vuh and on real Maya achievements: following Venus across the sky, predicting eclipses, a number system whose zero is a shell glyph, animal day-spirits tied to the calendars. Reading five of these in one dungeon wakes the Relic Compass, a warm amber arrow that points toward the nearest relic until every relic in that dungeon is found. Six palettes rotate freely between runs — Mossy Stone, Sunlit Ruin, Crystal Cave, Ember Vault, Indigo Halls, Jade Temple — each with its own drifting company: dust motes, rising embers, fireflies in special rooms. A soft glow travels with you like a lantern, and moss creeps further into the stone across your first twenty dungeons. Levels bring quiet helpers rather than power: a sense for keys glinting through fog, a longer lantern reach, a glow that marks readable walls, an arrow toward unexplored corridors. Experience comes from looking around — each new tile revealed, each door opened, each fresco read adds a little. Touch, keyboard, and gamepad all work, and an optional purchase in the store swaps the explorer into nine craftsfolk outfits: alchemist, blacksmith, tailor, and friends. The story unfolds across two acts of twelve artifacts each. An interlude closes Act I; Act II ends with a finale that gathers every relic into a dawn-lit row, looks back over your journey, and names you a Story Keeper. Afterward the archive keeps all twenty-four relics and journal entries available, and fresh dungeons keep coming for anyone not ready to stop. Progress saves automatically, the dungeon music drifts through a small rotation of tracks with a favorite pinnable from the pause menu, and the game speaks English or Latin American Spanish.

Versions

  1. Version 1.0First seen · 17 Sept 2026

Countries

Worldwide

Apple lists this app in 50 or more storefronts, so it is available almost everywhere.

Turkey

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