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Dungeon of Ash

  • roguelike
  • turn-based
  • pixel-art
  • dungeon
  • procedural
  • survival
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Bruno Figueira built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dungeon of Ash yet. Play it, then tell Bruno Figueira what you would add next.

Make your own game

Dungeon of Ash was built by Bruno Figueira with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Dungeon of Ash opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Dungeon of Ash

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a minimalist pixel-art, turn-based roguelike called "Dungeon of Ash". Use a dark near-black purple interface with muted cream text, gold accents, and a compact dungeon canvas beside a right-hand HUD; on small screens stack the HUD below the game. The playfield is a centered 32-by-22 tile grid rendered on a 768x512 canvas with 22-pixel logical tiles and crisp pixelated edges. Each floor is procedurally rebuilt from about eight randomly sized rectangular rooms connected sequentially by horizontal and vertical one-tile corridors. Unseen tiles are covered by near-black fog; reveal and retain tiles within Manhattan distance 5 of the player. Seen floor tiles are dark gray-purple with subtle grid outlines, walls are nearly black, and the game is framed by a dark purple border.

Begin with a full-screen overlay inviting the player to choose a survivor. Show the title "DUNGEON OF ASH" and the text: "Choose a survivor. The floor is procedural, the items are uncertain, and death is permanent." Provide three buttons: Warrior, Mage, and Rogue. Start the run on floor 1 at the center of the first generated room. Warrior has 18 maximum/current HP, 4 attack, 2 defense; Mage has 12 HP, 5 attack, 1 defense; Rogue has 14 HP, 3 attack, 1 defense. Every character begins at level 1 with 0 XP, 100% hunger, 2 potions, and 1 scroll.

The player is a small mint-green square character with two dark pixel eyes. Move one tile at a time using arrow keys or WASD, or provide matching on-screen directional buttons. Also support Space or a Wait button to spend a turn, F or an Attack button to attack an adjacent enemy, and P or a Drink Potion button to consume a potion. Moving into a wall logs that a cold wall blocks the way and does not advance the turn. Moving onto a floor tile picks up an item automatically. Each successful move, attack, or wait advances the turn: hunger decreases on movement, and at 0% it damages the player by 1 and logs that hunger gnaws at them. Enemies then act, so communicate the core rule that every step gives the dungeon a turn too.

Place up to ten enemies on generated rooms other than the starting room, with count 4 plus the floor number capped at 10. Use red-pink pixel squares for enemies, with small dark eyes. Most are "rats" and some are "wraiths". Enemies start with 4 plus the current floor HP and 1 plus floor/2 attack. On their turn, adjacent enemies attack for max(1, enemy attack - player defense + a random 0/1); enemies within Manhattan distance 6 otherwise chase one tile toward the player if the destination is free. The player attacks by moving into an adjacent enemy or pressing Attack/F, dealing max(1, player attack plus a random 0-2 minus 1). Log strikes and damage. Defeated enemies dissolve, granting 2 plus the current floor XP. At XP >= level*6, level up, increase maximum HP by 2, fully heal, and increase attack by 1, with a log message.

Place three collectible items in non-starting rooms: one crimson/pink potion, one blue sealed scroll, and one gold coin pickup. Render each as a small colored square. Potions increase the potion count and automatically log "You find a crimson potion. Its label is missing."; scrolls increase the scroll count and log "You find a sealed scroll. Knowledge waits inside. Knowledge waits inside." (or equivalent wording); gold gives 1 XP and logs that a few gold coins were pocketed. Potions heal 5 HP, except Mage potions heal 6, clamped to max HP. Scrolls are inventory-counted but have no activation behavior. If no potion is available, log "No potion to drink." without taking a turn.

Mark the last room's center with a purple staircase tile: a purple inset square with a darker central step-like mark. When the player steps on it, advance to the next floor, log the descent, procedurally generate a fresh map, reset the player position to the new first room and repopulate enemies/items while preserving the character's current run stats as the game code does. Log a floor-start message such as "Floor 1: the ash remembers your footsteps." The camera remains a fixed overhead grid rather than scrolling.

When HP reaches zero, stop play and show a dark overlay card reading "You died on floor N", explaining that the run ends and the dungeon rebuilds itself, with a "Begin a new run" button. Death is permanent for the run, and restarting starts a new floor-1 run; also support R to restart. Keep a scrolling event log of up to eight newest messages in the HUD.

The right HUD should visibly show the game title, the subtitle "A tiny turn-based descent. Every step gives the dungeon a turn too.", Class, Floor, Level with XP, HP current/max with a red health bar, Hunger percentage, and supplies formatted as potions and scrolls. Include Wait, movement, Attack, and Drink Potion controls and a keyboard legend: "Keyboard: arrows/WASD move · Space wait · F attack · P potion · R restart". Use system sans-serif typography, dark purple panels and borders, cream/muted beige text, gold headings, red health/enemy colors, blue scrolls, purple stairs, and no elaborate illustrations beyond the crisp geometric tile sprites.

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