Skip to content

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 Duo

What Drives Our Coverage

No clickbait, no filler — just genuine study of the genre we love

Genre-First Research

Every profile starts with hours logged in-game, not press releases. We play the crawl before we write about it.

Fan-First Voice

We write as players who grew up with roguelikes, not marketers chasing clicks or affiliate placements.

Original Analysis

Our takes on procedural generation and permadeath mechanics come from direct comparison across decades of releases.

No Sponsored Spin

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

6 years Running
340+ Profiles Published
85 Roguelikes Covered
12,000+ Community Readers

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.
Youssef Abdelrahman Longtime reader and indie dev hobbyist
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.
Fatima El-Sayed Roguelike enthusiast and forum moderator
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.
Karim Mostafa Genre podcast co-host