◆ A PROCEDURALLY GENERATED DUNGEON CRAWLER
BEROD'S DEMONIC DUNGEON
- Status
- in development
- Year
- 2026
- Role
- Design, systems, code
- Engine
- Javascript / Canvas
The pitch
Berod’s Demonic Dungeon is a traditional ‘Rogue’ like dungeon crawler built around a generator that produces levels with intentional pacing rather than random rooms. The player is a paladin who battles monsters and gains loot and XP through their journey down into a dungeon. Trying to invoke some old-school DnD elements as well. Artwork by VEXED.
Design goals
- Every run should feel unique. Procedural generation that reads as hand-placed and thematic.
- Simple but fun Combat. Making old ‘bump’ Rogue combat a bit more engaging.
- Gameplay Timing. Finding the sweetspot between monster balance, floor size, and run timing.
Systems
- BSP dungeon generation — recursive space partitioning for room layout and corridor routing.
Current status
In design. Systems are specced and the generator is prototyped; the vertical slice is the next milestone.
What I’d do differently
Procedural GenerationRoguelikeJavascriptSystems Design