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Hadukis

Dungeons Gleam and Gates

by Hadukis

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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 an enemy to walk up and attack it. The round button attacks, the flask is 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, Q potion, Esc to pause.

Screenshots

Dungeons Gleam and Gates — screenshot 1Dungeons Gleam and Gates — screenshot 2Dungeons Gleam and Gates — screenshot 3Dungeons Gleam and Gates — screenshot 4Dungeons Gleam and Gates — screenshot 5Dungeons Gleam and Gates — screenshot 6Dungeons Gleam and Gates — 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 Dungeons Gleam and Gates

Dungeons Gleam and Gates 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 built from a seed out of rooms that open straight onto each other — no corridors — in eleven sizes and six shapes, from round halls to ragged caves: six rooms in F, twelve in S, with loops, an entrance, elites, treasure usually tucked off the main path, traps on the way, an altar that offers a bargain, and the boss always in the farthest room. Every portal also carries a trait for the whole run, and the dungeon takes its colour: Blood makes the monsters hit 30% harder and pay 30% more, Shadow weakens them in the dark, Swarm brings twins, Wrath speeds them up, Lucky fills the chests. Swipe to move one tile; tap an enemy and your hero walks up to it and strikes. Every enemy attack glows red on the tiles it will hit before it lands, so a swipe off them is a dodge. Four heroes, hooded or helmeted, each with a trick of its own: the Kraken sweeps everything round it with a two-handed anchor, the Shadow blinks behind the enemy it attacks every few seconds for a sure critical hit, the Fairy's sparkle jumps on to a second enemy, and the Lamplighter's floating lantern leaves embers that flare on the third hit. 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
Walks up to the enemy you tap and attacks it
Round button
Attacks the nearest enemy in reach
Arrow keys or WASD, Space, Q
Move, attack 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

  • Floors without corridors in new room shapes, a trait on every portal, four new heroes (Kraken, Shadow, Fairy, Lamplighter), levels and attributes, a hub you walk through, and the best loot of the run shown as you pick it up.
  • 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.

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