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I took the familiar dungeon crawler and deckbuilder systems and added two signature mechanics of Crawlgan's own.
The first is the telegraph system. On a tight grid with nowhere to run, monsters announce their next move and keep up the pressure without end.
There's a puzzle-like side to it, too: every turn, you'll be thinking hard to find the best move.
The second is advancing your class mid-dungeon.
Advancing lets you reshape your build to fit the situation.
Crawlgan is a game about not just "which card to play" but "where to stand when you play it".
Each room is a small grid, and you and the enemies all stand on it. You get 3 action points a turn.
Moving costs action points. So do cards.
Every enemy shows what it will do next turn. The line an arrow will fly down, the cells a charge will cross, the spot where reinforcements will appear - all marked on the floor.
This is not a fight left to luck. Read it, step aside, and strike the opening.
Cards are played in a direction. A card that hits one enemy from the side hits five from the centre of the room.
Push an enemy onto a trap, stand behind one and use its body as a shield, move so an archer's arrow hits another enemy instead.
Find the best position and the best play every turn.
Each class plays with a different resource.
• The Warrior uses Rage. Hitting or getting hit builds it.
• The Mage uses Mana. Unspent action points turn into Mana.
• The Rogue uses Combo. Consecutive attacks build it; getting hit resets it.
At the Altar of Calling inside the dungeon, each of the three classes advances into one of three higher classes. 12 classes in all.
• The Warrior can become a Gladiator, a Guardian or a Berserker.
• The Mage can become a Pyromancer, a Cryomancer or a Stormcaller.
• The Rogue can become an Assassin, a Poisoner or a Daredevil.
Every advanced class has its own cards and its own look. Two runs that both start as a Warrior grow into completely different decks as a Gladiator and as a Berserker.
Room layout, enemy placement and the merchant's stock are generated fresh for every run. Next to the combat rooms are rest rooms with a Card Merchant, a Blacksmith and a Healer, and rooms you have cleared stay as they are, so you can go back.
Which door to take is your call - check the map and decide.
Ashen Barrow, Bronze Catacomb, Silver Sanctum, Golden Tomb. Each dungeon has its own monsters and traps, and a boss guarding its deepest room. Halfway down, a Warden bars the way first.
Clear a dungeon and a higher difficulty opens up. If you want to see how far you can go, the endless Dungeon of Trials is waiting, with a new trial on every floor.
Clearing a dungeon earns materials that permanently enhance your cards. An enhancement can be taken back at any time and moved to another card.
Equip two Relics per class, earned through Achievements, and get ready for the next attempt.
GAME PROFILE
CrawlganCrawlgan
Introducing Crawlgan I took the familiar dungeon crawler and deckbuilder systems and added two signature mechanics of Crawlgan's own. The first is the telegraph system. On a tight grid with nowhere to run, monsters announce their next move and keep up the pressure without end. There's a puzzle-like side to it, too: eve…
Introducing Crawlgan
I took the familiar dungeon crawler and deckbuilder systems and added two signature mechanics of Crawlgan's own.
The first is the telegraph system. On a tight grid with nowhere to run, monsters announce their next move and keep up the pressure without end.
There's a puzzle-like side to it, too: every turn, you'll be thinking hard to find the best move.
The second is advancing your class mid-dungeon.
Advancing lets you reshape your build to fit the situation.
Turn-Based Dungeon Crawler × Roguelike Deckbuilder
Crawlgan is a game about not just "which card to play" but "where to stand when you play it".
Each room is a small grid, and you and the enemies all stand on it. You get 3 action points a turn.
Moving costs action points. So do cards.
Enemies telegraph their next move
Every enemy shows what it will do next turn. The line an arrow will fly down, the cells a charge will cross, the spot where reinforcements will appear - all marked on the floor.
This is not a fight left to luck. Read it, step aside, and strike the opening.
Where you stand is the strategy
Cards are played in a direction. A card that hits one enemy from the side hits five from the centre of the room.
Push an enemy onto a trap, stand behind one and use its body as a shield, move so an archer's arrow hits another enemy instead.
Find the best position and the best play every turn.
Three classes, three ways to fight
Each class plays with a different resource.
• The Warrior uses Rage. Hitting or getting hit builds it.
• The Mage uses Mana. Unspent action points turn into Mana.
• The Rogue uses Combo. Consecutive attacks build it; getting hit resets it.
Advance to a higher class mid-run
At the Altar of Calling inside the dungeon, each of the three classes advances into one of three higher classes. 12 classes in all.
• The Warrior can become a Gladiator, a Guardian or a Berserker.
• The Mage can become a Pyromancer, a Cryomancer or a Stormcaller.
• The Rogue can become an Assassin, a Poisoner or a Daredevil.
Every advanced class has its own cards and its own look. Two runs that both start as a Warrior grow into completely different decks as a Gladiator and as a Berserker.
A different dungeon every time
Room layout, enemy placement and the merchant's stock are generated fresh for every run. Next to the combat rooms are rest rooms with a Card Merchant, a Blacksmith and a Healer, and rooms you have cleared stay as they are, so you can go back.
Which door to take is your call - check the map and decide.
Four dungeons, four bosses
Ashen Barrow, Bronze Catacomb, Silver Sanctum, Golden Tomb. Each dungeon has its own monsters and traps, and a boss guarding its deepest room. Halfway down, a Warden bars the way first.
Clear a dungeon and a higher difficulty opens up. If you want to see how far you can go, the endless Dungeon of Trials is waiting, with a new trial on every floor.
Turn rewards into stronger cards and new strategies
Clearing a dungeon earns materials that permanently enhance your cards. An enhancement can be taken back at any time and moved to another card.
Equip two Relics per class, earned through Achievements, and get ready for the next attempt.
At a glance
- 12 classes, 89 cards, 80 monsters
- 4 dungeons × 5 difficulty levels, plus the endless Dungeon of Trials
- Turn-based combat solved by reading telegraphs and positioning - no real-time input
- Runs are saved, so you can pick up where you left off at any time
- New to the genre? The tutorial teaches everything in a single room
- Card, monster and glossary codex, plus play statistics
- 13 languages supported
Roadmap
- Q4 2026 — Demo release: play the Warrior through Ashen Barrow and Bronze Catacomb, start to finish.
- H1 2027 — Full release: all 12 classes, all four dungeons and the endless Dungeon of Trials open up.
2027Windows测试版本
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