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About

A swipe-and-tap 3D roguelite: step through graded portals into procedural dungeons, find a piece of gear and push its enchantment from +0 to +20 — if you dare the risk. Die inside and the loot stays behind.

How to play

Swipe to move one tile; tap to attack the enemy you tap, or the nearest one in reach. The round button is your class skill, the flask a potion. Step off red tiles before an attack lands. Every cleared room opens an exit portal; the boss's room also opens one a floor deeper. Arrow keys or WASD, Space to attack, K skill, Q potion, Esc to pause.

Screenshots

Dungeon Portal — screenshot 1Dungeon Portal — screenshot 2Dungeon Portal — screenshot 3Dungeon Portal — screenshot 4Dungeon Portal — screenshot 5Dungeon Portal — screenshot 6Dungeon Portal — screenshot 7

Game details

Developer
Hadukis
Released
September 30, 2026
Technology
HTML5, plays in the browser
Platforms
Computer, phone and tablet
Orientation
Portrait or landscape
Price
Free, no account, no download

About Dungeon Portal

Dungeon Portal is a roguelite about one question: you find a piece of gear, and how far do you dare to push it? Every weapon, armour, ring and amulet can be enchanted from +0 to +20. Up to +5 it always works. From +6 the odds fall — 80% for +6, 45% for +10, 15% for +15, 3% for the last step to +20 — and so does what a failure costs: below +10 you only lose the scroll, from +10 the piece can drop a level, from +15 it can be destroyed for good, and the attempt at +20 can never destroy it but crashes it back to +15. The anvil shows the whole gamble as one coloured bar before you press, and a needle sweeps across it while the die rolls. Only the weapon glows with its level: white from +5, blue with lightning from +10, lilac from +15, and red with a storm round the blade at +20.

The weapon also decides where you may go. Seven portals stand in the hub, graded F to S. F is always open; E wants a Rare weapon, D a Rare +5, C a Rare +10, B an Epic +10, A a Legendary +10 and S a Mythic +15. A higher rarity does not excuse a lower enchantment, so the anvil is the only way up. Each grade sets what can drop — a portal drops its own rarity and the one above, never two — and how hard its monsters hit, and entering a portal above what your gear is ready for asks you first.

Inside, every floor is generated from a seed as rooms joined by short corridors, not a maze: six rooms in F, twelve in S, with loops, an entrance, elites, treasure usually tucked into dead ends, traps on the way, an altar that offers a bargain, and the boss always in the farthest room. Swipe to move one tile, tap to attack — the enemy you tap, or the nearest one in reach. Every enemy attack glows red on the tiles it will hit before it lands, so a swipe off them is a dodge. Four classes play differently: the Knight raises a shield and slams, the Assassin dashes through enemies and poisons them, the Mage bursts arcane magic behind a barrier, and the Hunter throws snares with a fox at their side. Every three floors the dungeon changes: the Crypt, the Crystal Caverns, then the Corrupted Sanctum, each with its own four enemies and its boss.

Every cleared room opens an exit portal: step in and everything you found is yours. The boss's room also opens a portal one floor deeper, with better drops and stronger monsters. Die inside and you lose everything you found on the way, the potions you drank and one random piece from your bag — never what you wear, never your gold at home, never your scrolls. Every run has a short code you can copy and share, there is a daily portal with the same dungeon for everyone on the same grade, and one button in the bag puts on the best of what you carry, favouring the rarer piece because enchanted alike it will always be stronger. It saves after every cleared room, plays upright or sideways, in five languages, and nothing reaches the network.

Controls

Swipe
Moves one tile that way
Tap
Attacks the enemy you tap, or the nearest one in reach
Skill button
Uses your class skill (Bulwark, Shadow Dash, Arcane Nova or Snare)
Arrow keys or WASD, Space, K, Q
Move, attack, skill and potion on a keyboard
Esc
Pauses

Tips

  • Red tiles are where an attack will land when the wind-up ends. Step off them and it misses; archers fire at the tile you stood on when they took aim.
  • Enchanting up to +5 cannot fail. From +10 a failure can cost a level, and from +15 the piece itself — enchant a spare before you risk the one you wear.
  • The last step, from +19 to +20, can never destroy a piece. It can only crash it back to +15.
  • An exit portal opens in every room you clear. If the next door looks like too much, leaving with what you have is always an option.
  • Fleeing takes two seconds and breaks if you move or are hit, but it only costs what you found on this run, not a piece from your bag.

What changed

  • Released on Hadukis. Four classes, seven portals from F to S, procedural floors in three biomes, enchanting from +0 to +20, a daily portal and shareable seeds, in five languages.

Dungeon Portal is ours — code and art, with nothing borrowed and nothing to clear with anybody else. It can be licensed for your portal.