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.
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.
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.
- 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.
- 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.
- 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.
- 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.
- 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
- 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
- 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
It feels like reading the books, except I'm the main character.
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.
One more turn, I said. That was forty turns ago.
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.