- Release Year: 2013
- Platforms: Windows
- Publisher: Jigxor
- Developer: Jigxor
- Genre: Dungeon crawler, Role-playing (RPG)
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: characters control, Direct control, Multiple units, Turn-based
- Setting: Fantasy
- Average Score: 45/100

Description
Dungeon Dashers is a fast-paced turn-based dungeon crawler set in a fantasy world, blending tabletop board game mechanics with PC gameplay for an intense, streamlined adventure. Players control multiple characters in diagonal-down 2D scrolling levels, smashing boxes for gold, slaying over 15 enemy types including epic dragon bosses, looting glowing chests for unique swords, bows, staffs, and armor, and customizing loadouts with skills and upgrades amid tactical combat, quests, and a compelling narrative across diverse environments.
Dungeon Dashers Reviews & Reception
gamewatcher.com : Everything is well programmed but doesn’t offer a highly compelling experience.
operationrainfall.com : I had a heck load of fun playing it.
Dungeon Dashers: Review
Introduction
In the nascent days of Steam Early Access, when indie developers promised revolutionary tabletops-on-PC experiences amid a flood of pixel-art nostalgia, Dungeon Dashers burst onto the scene like a gleaming loot chest—tempting, tactile, and teeming with potential. Released on October 25, 2013, by the plucky Australian studio Jigxor, this turn-based dungeon crawler aimed to distill the essence of board-game camaraderie into a fast-paced digital romp. With its 16-bit charm, tactical skirmishes, and vows of multiplayer mayhem, it evoked classics like Dungeon Master or Legend of Grimrock. Yet, as our exhaustive analysis reveals, Dungeon Dashers is a bittersweet artifact: a polished prototype that tantalizes with its hooks but falters under repetition and abandonment, cementing its place as a cautionary tale in indie gaming history. My thesis? While it capably captures the joy of loot-grabbing grid-based adventures for casual players, its unfulfilled ambitions and Early Access pitfalls render it a forgotten relic rather than a genre-defining gem.
Development History & Context
Jigxor, a small indie outfit led by programmer Andrew Sum, emerged from Australia’s burgeoning indie scene in the early 2010s, channeling inspirations from 8- and 16-bit era hits like those on the Amiga 500. Dungeon Dashers built on their prior minimalist crawler Dungeon Dash, evolving it into a more ambitious project using the accessible Multimedia Fusion / Clickteam Fusion 2.5 engine—a tool favored by solo devs for its drag-and-drop prototyping but limited for scaling complex titles. Development updates, shared via TIGSource, IndieDB, and Steam Greenlight (where it garnered votes in 2012), showcased iterative builds: by build 275, it boasted trailers highlighting combat and levels; build 277 added cutscenes, new skills like the Knight’s Charge, and a dynamic music engine.
The 2013 landscape was ripe for this: Steam Greenlight democratized access, Early Access monetized unfinished games, and dungeon crawlers like Legend of Grimrock (2012) proved retro tactics could thrive. Jigxor positioned Dungeon Dashers as a “tabletop board game on PC,” promising hand-crafted dungeons (not procedural), a level editor mirroring their dev tools, and online co-op for four players—features echoing Desktop Dungeons or Heroes of Hammerwatch. Pre-purchase builds enticed backers, with plans for GOG, Humble Bundle, Origin, Steam Trading Cards, and Achievements. However, technological constraints of MMF showed: simple 2D visuals suited the retro aesthetic but couldn’t support promised expansions (40 levels from 11, 30 skills from 13). By 2014-2016, updates ceased; Steam delisted it amid complaints of abandonment, with Sum pivoting to ad-driven iOS/Android games. In hindsight, Dungeon Dashers exemplifies Early Access’s double-edged sword—rapid prototyping fueled hype, but without sustained funding or team expansion, it became abandonware.
Narrative & Thematic Deep Dive
At its core, Dungeon Dashers spins a archetypal fantasy yarn set in the idyllic land of Sanctuary, ringed by impassable mountains save for the treacherous Rubicon isthmus—a portal to rumored riches and certain doom. Our pre-set quartet of heroes, lured by a “mysterious, flickering symbol of dreams,” ventures beyond, embodying classic RPG tropes with shallow but flavorful dialogue. Sir Jacob, the zealously pious Knight, smashes rocks with brute strength; grumpy Wizard Ardon hurls elemental magic; secretive Rogue Ryder blinks through obstacles and cloaks in invisibility (at life cost); sarcastic elf Archer January (or “scout”) picks off foes from afar. Introduced sequentially via pop-up dialogues, their banter—pious sermons, wizardly grumbles, rogue whispers, archer quips—hints at camaraderie, unfolding across a paper-map world progression with inter-level text snippets.
Thematically, it romanticizes loot-driven heroism: wealth accumulation via smashed boxes, slain beasts (15+ types, including dragons, undead, goblins, spiders), and quest-veiled chests underscores greed’s peril, mirroring roguelike mortality. Yet, the narrative is “simplistic” and “shallow,” per reviewers—pop-ups lack depth, characters devolve into archetypes without arcs, and the Rubicon mystery fizzles into repetitive delves. No epic dragon boss resolution or Sanctuary payoff materializes in the incomplete build. Dialogue shines early, fostering investment, but repetition erodes it; themes of fellowship and avarice feel tacked-on, underserved by the 11 levels across five environments (caves, forests). Planned expansions promised “compelling narrative spanning the campaign,” but abandonment leaves it a skeletal sketch—engaging for tabletop vibes, yet narratively inert compared to contemporaries like Darkest Dungeon.
Gameplay Mechanics & Systems
Dungeon Dashers streamlines dungeon crawling into a taut loop: explore tiled grids, solve puzzles, loot, upgrade, repeat. Non-combat movement offers infinite action points, encouraging free-form poking—smash destructible boxes for gold, trigger bells with arrows, flip switches, press plates, or rogue-blink barriers. Rewards fund inter-mission shops for consumables (planned), crafts, or side-grade gear (e.g., high-damage swords costing action points). Combat ignites on room entry: speed dictates turn order (bottom-right UI), each hero allocates finite points—basic attacks cheap, fireballs or charges pricier. Tactics emphasize positioning: tank knights frontline, rogues flank for crits/backstabs, mages/rangers rear-line with freezes, AoEs, or invis-escapes. Enemies (20 types planned, four classes) vary threats, from chaff to heavies.
Progression shines via custom loadouts: 13 unlockable skills (e.g., Knight Charge, Mage Ice Ball), 15+ equipment pieces (swords, bows, staves, armor), attribute growth from XP. Replayability via level select, missed loot hunts, and the dev-grade editor for user campaigns. UI is intuitive—direct control, multiple units—but flaws abound: no mid-combat character switching, simplistic puzzles (no taxing complexity), repetitive fights lacking threat unless mismanaged. Speed-up button mitigates enemy turns, but core loops drag post-early levels. Planned co-op, hardcore mode, potions, and weapon crafts promised depth; reality delivers mild tactics for casuals, not the “diverse” revolution hyped. Polished yet uncompelling, it suits short bursts but exposes Early Access gaps.
World-Building, Art & Sound
The world evokes 16-bit nostalgia: Sanctuary’s Rubicon gateway frames five hand-crafted environments (underground lairs, forests) as tile-swapped backdrops—caves drip menace, woods breathe life via ambient echoes. Pixel-art sprites (Alex HW) and tiles (Dusty) boast “intricate detail” with CRT-scanline effects, imbuing diagonal-down views with tactile charm; destructibles crunch satisfyingly. No vast lore, but quests obscure chests in thematic nooks, fostering discovery.
Nathan “Derris-Kharlan” Antony’s original chiptune soundtrack—full-length, dynamically fading tracks—nails retro vibes, paired with punchy SFX: fireball sizzles, box smashes, flesh impacts. Ambiences differentiate locales, enhancing immersion. Collectively, these craft a cozy, board-game atmosphere—miniature heroes on grids feel alive—but limited variety (few levels) undercuts scale. For budget indies, it’s “professionally put together,” evoking Amiga crawlers while modernizing pacing.
Reception & Legacy
Launch reception was muted: MobyGames lists no MobyScore; GameWatcher’s Richard Nolan deemed it “well-polished budget fare” (unscored, 2013), lauding graphics/sound but critiquing repetition, weak story, and PC blandness—better for mobile casuals. Steam user reviews sit at Mixed (45%, ~100), with complaints of abandonment post-sales. IndieDB/Operation Rainfall previews gushed over fun, editor, co-op potential; PAX Aus 2013 hands-on praised strategy. Commercially obscure—Desura/Steam sales meager, no charts—Jigxor collected Early Access funds before vanishing, prompting delistings (Steam, per forums).
Legacy? A footnote in Early Access cautionaries, alongside vaporware like Yogventures. Influenced none directly (related MobyGames titles are ancient Dungeon variants), but its MMF editor empowered modders briefly. As abandonware (unupdated since ~2014), it symbolizes 2013’s Greenlight gold rush excesses—hype via trailers/builds outpacing delivery. Historians note it as a pure dungeon crawler artifact, playable via archives, highlighting indie pivots to mobile.
Conclusion
Dungeon Dashers tantalizes with its grid-bound thrills: charming pixels, crunchy loot, tactical nuggets in a tabletop shell. Jigxor’s vision—retro crawler with editor/co-op—shone in prototypes, bolstered by stellar audio/visuals and accessible mechanics. Yet, repetitive combat, shallow narrative, unkept promises, and abandonment mar it as an unfulfilled sketch, better for nostalgic bites than marathons. In video game history, it resides as a mid-tier Early Access relic—a polished promise amid 2013’s indie boom, warranting 6/10 for casual dungeon delvers, but a stark reminder of Steam’s maturing safeguards. Seek it in archives if you’re a completist; otherwise, pivot to successors like Crawl or Barony for evolved joys.