New: the Third Floor, the Over City

A Dungeon Crawler Carl fan game

Anyone. Anywhere. You're the main character.

The world ends everywhere at the same moment. Be anyone, from anywhere: a Go master in South Korea, a tiger tamer in Texas, a world champion decathlete, a doomsday prepper with a full arsenal, or simply yourself. Type what you do.

The dungeon AI runs the show. The engine makes sure it all adds up.

Try it free

A free fan project with generous daily limits, right in your browser.

Ten lives, or yours

Wherever you were standing

Ten fully written lives, each with its own people and secrets. Pick one, or start as anybody else on Earth.

  • Daejeon, South Korea

    A Go master who reads twenty moves ahead. The dungeon does not play fair.

  • East Texas

    A tiger tamer at a big-cat rescue, out on the first round before dawn.

  • Kanchanaburi, Thailand

    A mahout on the river track at nightfall, with the elephant he raised by hand.

  • Kanazawa, Japan

    A bookkeeper at sword practice after dark, with a katana she should not have taken.

  • The Argentine pampas

    A gaucho riding the fence line, a day out from the estancia.

  • Oslo, Norway

    A world champion decathlete, 22, with a javelin. Ten events, and now an eleventh.

  • Montana, USA

    A prepper with three guns and every round counted. Ready for the end, just not this one.

  • Los Angeles, USA

    A stunt performer on a night shoot, waiting to be hit by a car. It is her job.

  • Denali, Alaska

    A ranger on the winter night shift, with a shotgun for moose and a park the size of Wales.

  • The Kłodzko Valley, Poland

    A LARPer in foam armour with a latex sword, at a castle siege that just got real.

  • Anywhere else

    Or anywhere else: write it yourself.

One moment, every time zone

The world ends at the same moment everywhere. Start your story in Los Angeles and it is the middle of the night; in London it is mid-morning; in Tokyo, the evening rush. The hour wherever your story begins changes who is out on the street with you.

Judith Basin, Montana · The surface1 / 9

StartThe prepper on her own bug-out drill, out on the hayfield before dawn

Twenty to four in the morning, and the cold finds your teeth through closed lips. You are halfway across your own hayfield on the drill, head torch on, rifle on its sling, every round counted twice. Down on the county road a stock truck has pulled over with its hazards going, and the driver leans out to see what the light in the field is. You lift a hand. He lifts one back. Then the hazards are gone, and the driver with them, and the dog over at the next ranch stops barking. Twelve years of getting ready, and not one binder had a page for this.

ATTENTION SURFACE-DWELLING BIPEDS.

Every interior has been crushed. All raw material, organic and inanimate, is in processing.

Entrances close in 60 minutes.

We are so excited to meet you.

Behind the scenes · hidden in the gameThe hour is where she stands: twenty to four in the morning in Montana, so the road is dark and nearly empty. Everything with a roof on Earth went at the same instant, the truck's cab included.

  • Any background
  • Anywhere on Earth
  • Made for your run
  • Real dice
  • Real stats
  • Magic and spells
  • Firearms, real ammo
  • Gear made for your run
  • Achievements made for you
  • Loot boxes
  • Bosses
  • Dungeon pets that evolve
  • Bring your own pet
  • Mounts and vehicles
  • Fully equipped companions
  • Party members with minds of their own
  • Party strategy
  • Party chat
  • A guide
  • Other crawlers
  • Ratings that climb
  • Races and classes
  • Villages, inns and stores
  • Quests and bounties
  • Night and the law
  • Three floors deep, and counting
  • Plays on your phone

Any background

Write a line. Get a whole life.

Type who you were, in a line or a page. The game asks you a few questions, then builds a life around your answers: strengths to choose from, a struggle to live with, the people who matter, and a secret or two that comes out as you play.

  • Night-shift baker in Lisbon. Forty-one. I talk to the dough.

    Good at
    Strong hands · Awake all night · Feeds a crowd
    Struggles with
    A short fuse
    Someone who matters
    The apprentice who opens up at five
    Hidden backstory
    Whose name is really on the lease
  • Retired fighter pilot in Cape Town. Bad knee, worse temper.

    Good at
    Calm under fire · Reads a map · Gives orders
    Struggles with
    An old injury
    Someone who matters
    The granddaughter he taught to fly kites
    Hidden backstory
    Why he never wears the medal
  • Just me, at my desk, the way I am right now.

    Good at
    What you do for work · What you do for fun · What friends call you for
    Struggles with
    One of five, your call
    Someone who matters
    Whoever you name when it asks
    Hidden backstory
    One it keeps back for later

Examples. You pick three strengths of eight and one struggle of five. The rest stays hidden until it matters.

How it plays

Type what you do. Then find out.

No dialogue wheels and no list of allowed moves. You write what your crawler does, and the dungeon works out what it takes.

  1. 01

    Be anyone, from anywhere

    Take one of ten written lives, each with people who matter and twists that come out over time. Or write your own, in a line or a page: who you were, where you were standing when it happened, and what you had on you.

  2. 02

    Try anything

    If you could pitch it to a Dungeon Master, you can try it here. Tie shopping trolleys into a barricade, tell a boss its shoes are untied, offer another crawler half the next box.

  3. 03

    The dice are real

    An AI writes the story, but it can't touch the numbers. The game rolls the dice and tracks your health, ammo, loot and the clock. If the story says you hit, you hit.

  4. 04

    Your mess

    Your crawler, your party, your mistakes. Companions with their own plans, crawlers who remember how you treated them, and a System that will make fun of you for all of it.

Floor by floor

Every floor is a different game.

The dungeon changes the rules as you go down. Each floor has its own clock, its own dangers and its own ways to get rich, famous or dead.

  1. Floor 1

    The streets under the world

    Five days before it collapses. A Tutorial Guild if you can find the door, safe rooms with a free bed, and the first lairs, each boss with a weakness worth finding.

    • Traps that do not care how good you are
    • Companions with wants and opinions of their own
    • Knocked out, and your party fights on to drag you clear
  2. Floor 2

    Now the whole galaxy is watching

    Six days, and an audience. Every fight and every word moves your viewers, followers and favorites. Gold turns up in the loot, and the big bosses grow to match the party that walks in.

    • Borough bosses that can take a whole party
    • A reward room behind some of the bosses you beat
    • A pet of your own: hatched, tamed, or simply handed to you
  3. Floor 3New

    The Over City

    Nine days out in the open. Pick a race and a class, walk the roads between villages, spend your gold, take work from the locals, and be indoors before dark.

    • Villages, roads, ruins and the wild
    • Quests, bounties, stores and inns
    • Bosses in three tiers, and a law with teeth

The Third Floor

Out of the tunnels. Into the Over City.

A whole open floor of villages, roads, ruins and wild country, with people living in it who were here long before you, and a sky that is not quite a sky.

10 races and 32 classes, so far

  • Choose what you become

    10 races and 32 classes so far. Your race comes first, then your class, then where your points go, and the System has a recommendation or two for somebody with your past. Picked once, and never undone.

  • Your guide, as your manager

    Some classes make your guide your manager: they leave their room, walk with you and answer on your chat. High Charisma opens every one of those classes, and there is always at least one on offer.

  • Villages with open doors

    Inns that charge for a bed, stores whose shelves change with the day, and gold that finally buys something. What the locals think of you shows in the price.

  • Work from the locals

    Pests in the cellar, a parcel for the next inn, somebody missing since yesterday. And the bounty board, which pays on the kill and wants no proof: the System keeps count.

  • Roads, ruins and the wild

    Every road between villages can turn into a fight, the quiet ones less often than the bad ones. The ruins and the wild hold what the bounty board is asking for.

  • Night, and the law

    By day the Village Guard Swordsmen keep the peace inside the walls. Steal, break in or hurt a villager in front of them and your whole party is marked for the floor. After dark the guards stand still, and other things come out.

  • Bosses in three tiers

    Neighbourhood bosses a good team can take. Borough bosses that need a great crew. And the one who rules the city, who will very probably kill you all.

  • The crawlers who made it

    Some survived the floor above beside you; the rest came down on their own. Meet them, shake hands, ask them along, or start something. Every one has a race and class of their own now.

Floors 1 to 3 are built. The floors below them are being built now.

Made for your run

Nobody else gets this dungeon.

Start again and it is a different game. Most of what you meet is put together for your playthrough alone, and none of it is sitting in a script waiting for you.

  • The streets you walk, the bosses who hold them and the doors to their lairs.
  • The other crawlers: who they were, when they came down, what they want, and what they think of you.
  • Your achievements, named and written for what you actually did.
  • Your backstory, if you write your own: a whole life built around your words, with people and secrets that surface as you play.
  • The loot, which leans toward the way you play, more so the rarer the find.
  • The show the System drags you onto between floors, cut from your own run.

See it move

Watch a run unfold.

Loads from YouTube only when you press play.

What it feels like

  • I tried to ride a llama. The game let me. I regret it.

  • I set fire to the wrong building. Three streets later, people still brought it up.

  • Finally, the RPG in LitRPG, taken literally.

  • Now I can finally try all the crazy ideas I had while reading DCC.

  • I tried to talk my way past a boss. The dice had other ideas.

  • My plan was terrible. The game let me try it, and then made me live with it.

  • A crawler I was rude to on the first street still hadn't forgotten it.

The deal

A free fan project, with generous daily limits.

Generous daily limits

Enough for a long evening of play, every day.

  • Dungeon-Crawler is a free, unofficial fan project. There is nothing to buy and nothing to download.
  • Every line you send is one round, however much happens in it.
  • It runs in your browser, phone included.

One small ask

After you have played a while, the game asks what you think so far before you carry on. A few sentences is plenty, and every one gets read.

Your crawler number is waiting.

Make a crawler and you are playing in about two minutes.

Try it free