Two Dungeon Crawlers Obsessives Charting Roguelike Evolution
Based in Luxor, Egypt, we dig into permadeath design, procedural generation, and the genre's quiet revolutions, one run at a time.
Meet the DuoWhat Drives Our Coverage
No clickbait, no filler — just genuine study of the genre we love
Every profile starts with hours logged in-game, not press releases. We play the crawl before we write about it.
We write as players who grew up with roguelikes, not marketers chasing clicks or affiliate placements.
Our takes on procedural generation and permadeath mechanics come from direct comparison across decades of releases.
Coverage decisions are made by what's mechanically interesting, never by publisher payments or promotional deals.
The Archive So Far
Numbers from years spent mapping the dungeon crawler and roguelike landscape
Readers Weigh In
Their piece on early roguelike seed generation actually explained why certain runs felt unfair versus just random. Read it twice and finally understood the design logic behind it.
I found this site looking for something beyond the usual five games everyone covers. They wrote about a dungeon crawler I'd never heard of and now it's one of my favorites.
The comparison between turn-based and real-time crawlers was more thorough than anything I've seen elsewhere. Cited specific mechanics instead of just vibes.