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Hearthcrawl is a real-time dungeon-crawling RPG built around progression, replayability, and player-driven identity.

You begin as a low-level worker taking on small dungeon jobs that no one else wants. These early runs are simple. Clear enemies, collect loot, and get stronger. At the same time, they introduce the core loop that defines the entire game.

As you continue, the game expands. Dungeons become more complex, contracts become more meaningful, and your decisions begin to shape how you approach each run.

You are not locked into a predefined role. Your actions determine who you become:

  • A Hero: protect and stabilize the world
  • Neutral: work efficiently for profit
  • A Villain: exploit dangerous systems for greater rewards

Over time, these choices change not just outcomes, but how you play the game itself.

Current State

This game is still a prototype, demos, potential early access, and release are still a long way away.

The intended demo version includes:

  • foundational dungeon gameplay
  • early contract systems
  • initial progression mechanics

It will not yet include:

  • Reputation system
  • Changing dungeons based on said reputation
  • Fully featured and content-rich game

We'll keep the content limited to refine the core experience before expanding further. 

What you can expect in the demo:

  • 1 dungeon
  • 2-4 delves
  • 1-3 taverns
  • A single central hub for all your needs outside of combat

Feedback at this stage will be valuable and directly influence development.

Core Features

Dungeon-Driven Gameplay

The game is built around structured dungeon runs.

Each dungeon has a specific purpose, enemy set, and reward structure. Some are focused on fast progression, while others require more careful exploration and planning.

You can:

  • fully clear dungeons for maximum rewards
  • target specific objectives for efficiency
  • move quickly through high-risk areas

Contract System (Bounty Board)

Contracts determine why you enter a dungeon.

Instead of simply exploring, you take on specific objectives that shape your gameplay:

  • stabilize threats by clearing dangerous areas
  • eliminate key targets within a dungeon
  • retrieve items or resources
  • take on higher-risk tasks for greater rewards

These contracts guide your decisions and create different playstyles within the same content.

Reputation (Legacy) System

Your actions build a hidden reputation over time. This system determines how the world sees you and what opportunities become available to you.

You can naturally shift into different roles:

  • Hero: focuses on clearing threats and protecting areas
  • Neutral: prioritizes efficiency and results
  • Villain: exploits systems and takes higher-risk paths

This affects:

  • contract availability
  • NPC reactions
  • gameplay incentives

Your identity is not chosen. It is built through your actions.

Character-Based Progression

Each character represents a separate journey. There is no shared progression between characters. Each run is defined entirely by your decisions.

This allows you to:

  • explore different playstyles
  • experiment with different approaches
  • experience the game in multiple ways

Two-Phase Progression System

The game is divided into two progression phases.

Phase 1 – Leveling (1–70) Build your character, learn systems, and shape your identity through gameplay.

Phase 2 – Dungeon Power (DP) Unlocked at max level. This phase focuses on long-term progression.

At this point:

  • your identity is locked based on earlier choices
  • progression slows and becomes more deliberate
  • focus shifts to optimizing builds and pushing content

Real-Time Combat

Combat is fully real-time and movement-based.

You are not forced into encounters and can:

  • engage enemies directly
  • avoid unnecessary fights
  • reposition and control the pace of combat

Screenshots / Gameplay

  • GIF 1: Combat and enemy interaction (COMING SOON)
  • GIF 2: Dungeon exploration (COMING SOON)
  • GIF 3: Contract selection and tavern (COMING SOON)
  • GIF 4: Loot drop and progression (COMING SOON)

Support Development

This game is currently free to play during development. If you choose to support in any amount ($1 or more), you will receive a Steam key at launch as a thank-you.

Support is optional, but it helps fund development and improve the game before release.

Development Plans

The current focus is on completing and refining core systems before expanding content.

Planned additions include:

  • more dungeons with unique identities
  • additional enemy types and behaviors
  • expanded contract variety
  • deeper progression and build options

Content will be added gradually as systems stabilize.

Feedback

Player feedback is a key part of development.

If you play, consider sharing:

  • bugs or issues
  • balance concerns
  • gameplay suggestions

This directly helps improve the game.

Important Notes

  • This is not playable yet; this is only for transparency and logs to follow development
  • Systems and balance will change
  • Progress will reset on release/early access.
Updated 4 days ago
Published 8 days ago
StatusPrototype
Release date in 1 year
AuthorSatyrnStudios
GenreRole Playing
Tags2D, Action RPG, Dungeon Crawler, progression, Singleplayer
Asset licenseCreative Commons Attribution v4.0 International
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse
LinksDiscord
ContentNo generative AI was used

Development log