Info about Dungeon Raid: Zero Floor:

Official game description:
Dungeon Raid is an adventure card roguelike. Dive deeper and deeper into the dungeon. Use everything you find to defeat enemies and kill the final boss. Good luck! And try not to die... from hunger.
**SPECIAL FEATURES**
\- A unique progression system. Find the door to the next floor and use the key to proceed. But be careful! Just one wrong decision could lead you to death. Choose your next card that will make you one step closer to victory!
\- Instinct-based roguelike. Make decisions at every turn. Find useful cards and combine objects found in the chests and bought at the shop to power up your character. But beware the traps and dangerous enemies!
\-There's always one more try. You'll never feel fully prepared deep down the dungeon. The game is created for replay. Every new playthrough is unique and will feel fresh even to the most experienced players. Use your instincts and your character's unique abilities to fend off the dangerous creatures that lurk deep under the earth.
\- Fully compatible with all gamepads, including Steam Deck.
\- Stylish 2D pixel art.
**HERE'S A TASTE OF WHAT YOU GET IN THE GAME**
\- 6 unlockable heroes. Each with unique passive abilities and spells that allow you to change your game style with every playthrough.
\- Lots of colourful and detailed cards and items to unlock.
\- More than 10 unique bosses, each requiring a special approach to defeat.
\- If the game feels too challenging, you can use card upgrades to make your playthrough an easier experience.

Release date: Sep 1, 2025

Categories: Roguelike Deckbuilder, Card-based Combat, Resource Management, Procedural Generation, Dungeon Crawler, Turn-based Combat, Single-player


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 3.5h
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The clearest report of completing the game (beating the final boss) comes from the review stating '3,5 hours of playing'. Another review mentions obtaining all Steam achievements in about 30 minutes, which likely refers to achievement completion rather than full story/completion. The 8-hour quote indicates some players may need significantly more time, but the explicit 3.5-hour claim is directly tied to beating the game. No specific session length or endgame duration is clearly reported, so those metrics remain null.
- Time-to-fun:
  - Summary: The game is highly enjoyable from the very start, with reviews praising its addictive pick-up-and-play nature; early tutorial friction exists for some, but it does not prevent immediate fun, while long-term engagement may suffer from missing meta-progression.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Tutorial breaks if a prior run used Vampire; Tutorial prompt cannot be skipped
  - Unlock drivers: N/A
  - Conditions: If a previous run used Vampire, the tutorial will malfunction; Players who attempt to skip tutorial cannot do so
- Player Archetypes:
  - Roguelike Veteran Seeking Depth (sale)
    - Motivation: To find a challenging, strategic roguelike with meaningful meta-progression and varied enemy design.
    - Playstyle: Analyzes balance, experiments with spells and weapons, cares about unlockables, and embraces high difficulty.
    - Experience: veteran
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A
  - Curious Casual (buy)
    - Motivation: To enjoy a brief, fun session without demanding long-term investment or deep mechanical mastery.
    - Playstyle: Plays a few runs casually, appreciates the theme and basic mechanics, and judges value based on price and genre familiarity.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Beautiful and magnificent visuals (weight 0.77): Reviewers highlighted the game's extreme beauty and magnificent presentation, with specific praise for pixel art and atmosphere.
- Game is enjoyable overall (weight 0.65): Multiple reviewers praised the game as fun, well put together, and interesting to play.
- Promising game potential (weight 0.44): Several reviewers saw great potential in the game, praising its promising direction and high-quality execution for a developing title.
- High replayability from diversity (weight 0.42): Procedural generation and each run being different contribute to strong replay value, with great variability across sessions.
- Strategic depth from mechanics (weight 0.42): Deck building, resource management, and decision-making provide significant strategic challenge and engaging tension each turn.
- Addictive and relaxing gameplay (weight 0.4): Players found the game laid back, addictive, and intuitive, describing it as both relaxing and exciting.
- Intuitive and easy to learn (weight 0.4): The game is simple to pick up with no lengthy rule texts, making it accessible and quick to understand for players.
- Fun vampire character gameplay (weight 0.35): Playing as the vampire is particularly enjoyable and straightforward, with a unique attack method and overpowered abilities.
- Fair difficulty is appreciated (weight 0.27): Players noted the high but fair difficulty, with good challenge that is not abusive, providing real satisfaction on victory.
- Creative luck-based concept (weight 0.23): The idea of relying on luck for items or encounters is creative, offering unique runs and an engaging roguelike experience.
- Unique hero variety enjoyed (weight 0.2): Players liked the six unique heroes or wider selection, each with distinct starting equipment, abilities, and playstyles.
- Good game for free (weight 0.17): Reviewers noted the game is very good and high-quality despite being free, making it a likely purchase for some.
- Time well spent (weight 0.17): Players described the game as a great way to kill spare time, a fun little time killer, and an enjoyable pastime.
- Pleasant soundtrack noted (weight 0.07): The soundtrack received specific positive mention, contributing to the game's overall pleasant experience.

Common complaints:
- High randomness affects fairness (weight 0.49): Feedback indicates that success heavily depends on luck, with early stages, noise traps, and card draws causing frustrating outcomes. Some compare the game to a casino due to frequent random negative events.
- Unclear descriptions and translations (weight 0.45): Many players find card, hero, and skill descriptions unclear or misleading, leading to incorrect assumptions about mechanics. Examples include the vampire's bite and motivation card requirements, which are not explained properly.
- Controls and UI issues (weight 0.45): Feedback mentions controller bugs, general lag, and slow tutorial text loading that can even force players to uninstall. These technical and usability problems hinder the overall gameplay experience.
- Content and variety lacking (weight 0.43): Several comments highlight that the game lacks content, evolution, and variety in enemies and backgrounds per floor. This leads to monotony and reduces overall interest over time.
- Debuffs and curses ruin runs (weight 0.4): Players report that negative effects often become permanent curses that can brick a run, while the chaos mechanic always gives a curse and stress damage can fully ruin runs. This amplifies frustration and perceived unfairness.
- Lack of meta progression (weight 0.4): Players note the absence of meta progression, unlockables, or unique enemies, reducing long-term engagement. Even after winning, no new options or heroes are unlocked, hurting replayability.
- Hunger and inventory pressure (weight 0.34): Multiple players criticize the constant hunger bar and limited inventory, which create relentless pressure and lead to undesirable debuffs. This resource management can become tiring and overshadow strategic gameplay.
- Spell mechanic lacks depth (weight 0.34): Players criticize spells as situational, unnecessary, or causing bloat, with mana cards rarely used. Relics often feel useless, and skills can be ignored until late floors, reducing strategic engagement.
- Vampire character frustrating (weight 0.28): Players find the vampire character difficult to play, with unclear mechanics and hard-to-control sanity. This character-specific frustration contributes to negative experiences.
- Balance issues overall (weight 0.28): General calls for better balance and the feeling of unfairness due to debuffs, difficulty spikes, and lack of recovery options. Players desire more strategic control and consistency.
- Card inconsistencies and bugs (weight 0.28): Specific instances include a shop card changing into a different card, charmed enemies dealing fixed damage, and tooltips contradicting actual effects. These bugs undermine trust in game mechanics.
- Tutorial and new player experience (weight 0.28): The tutorial can break if the last game was with the vampire and text loads slowly, driving players away. New players find the game challenging without clear guidance, leading to frustration.
- Difficulty spikes too sharp (weight 0.24): Several players mention a sharp difficulty increase after level 20 and significant difficulty spikes at the final boss, some failing to reach the 30th floor after many attempts. This sudden change can feel unfair and discouraging.
- Final boss anticlimactic (weight 0.22): Some players found the final boss unclear or too easy, comparing it to killing a normal mob. This diminishes the sense of achievement and narrative payoff.
- Trap counterplay lacking (weight 0.22): There is no skill-based way to avoid traps, and noise traps can lead to devastating outcomes. This increases randomness and reduces player agency.
- Loot and provision imbalance (weight 0.16): Issues with loot distribution arise, where early loot goes to waste with the knight, while later there is barely enough to fight. This imbalance affects resource planning and increases difficulty.
- Armor mechanics problematic (weight 0.16): Players report that armor depletes quickly and ingots only contribute half value, while the knight's spell can deplete armor without dealing damage. These issues reduce the effectiveness of defensive strategies.
- Lack of story and originality (weight 0.16): Feedback indicates no meaningful story or originality, with the game lacking narrative depth. This reduces engagement and emotional investment.
- Boss description accuracy issues (weight 0.1): Players report that the boss description is inaccurate, stating it gets stronger with time when it actually scales with revealed cards. This miscommunication leads to confusion about boss mechanics and expectations.
- No mid-run save option (weight 0.09): A player noted the lack of a save option during runs, preventing them from resuming later. This convenience feature is expected in modern roguelikes.

Gameplay feedback:
- Strategic card mechanics (weight 0.91): Cards can be purchased or acquired, have effects, and sometimes require dragging onto other cards. The game emphasizes strategic choices and careful decision-making, with a stop-or-continue mechanic.
- Card-deck roguelike game (weight 0.86): The game is repeatedly described as a card-based roguelike deckbuilder in a dark fantasy setting. Players collect and upgrade cards while progressing through dungeon floors.
- Unique hero roster (weight 0.77): The game includes multiple heroes such as Knight and Vampire, each with unique attacking methods and innate traits. Heroes have passives and active skills, and some characters require specific strategies.
- Resource and stress management (weight 0.71): Players must manage health, hunger, mana, and stress, with stress accumulating from damage and hunger leading to debuffs. Resource management is crucial for survival.
- Procedural dungeon exploration (weight 0.58): The game features procedurally generated dungeons with floor-based progression, requiring players to flip cards to find keys and doors. Each run is different due to randomness and procedural generation.
- High randomness and luck (weight 0.57): The game involves significant randomness and luck, from card flips to starting relics. Random encounters and events contribute to high variability and a luck-based experience.
- 30-floor progression with boss (weight 0.46): Runs consist of 30 floors with a boss on the final floor. The boss has specific stats such as 100 HP and a turn limit, and there is a level progression system up to level 30.
- Classic RPG and puzzle mix (weight 0.38): The game blends classic RPG elements with puzzle-solving and tile-matching mechanics, similar to the mobile game Card Crawl. It uses pixel graphics and turn-based combat.
- Dungeon crawler elements (weight 0.37): The game combines roguelike and dungeon crawler elements, with floor-based exploration, enemy units, and loot. Players fight monsters and bosses while managing resources.
- Debuff and status effects (weight 0.37): The game includes a debuff system that spams negative effects, with status effects like blind and hunger-induced debuffs. Stress also leads to negative perks.
- Tactical decision-making (weight 0.37): The game requires tactical thinking, balancing offense with survival and adapting to monster patterns. Every choice must be made carefully to avoid quick death.
- Inventory and equipment management (weight 0.35): The game includes an inventory system with limited space, weapon slots, and weapons accumulated from previous floors. Items are needed to optimize each character.
- Casual and simple experience (weight 0.35): The game is described as casual, relaxing, and simple to learn, with a snack-like experience. It is a small preview or demo of a full game, with short runs around 30 minutes.
- Difficulty and progression challenges (weight 0.25): The game has a difficulty system, with early difficulty being high and an end boss causing sudden spikes. There is also a level progression and floor-based unlocking.
- Unique floor mechanics (weight 0.25): Floors start with about six cards to flip and increase up to 15, with the goal of finding a key and a door. A perfect clear is achieved with two flips, and some floors are shops.
- Multiple bosses and enemies (weight 0.25): The game features over 10 bosses and various enemy units with stat values. Bosses include an ogre with one attack point, and there is a final boss with high HP.
- Dynamic and varied gameplay (weight 0.23): The game is dynamic with high variability, as each run is different based on procedural generation and chosen bonuses. It involves always making decisions and adapting to situations.
- Relics and permanent perks (weight 0.21): Players acquire relics that provide persistent perks throughout a run, with starting relics randomly generated from three options. Relics add to the roguelike progression.
- Charm and conversion mechanics (weight 0.16): The game features a charm mechanic that can turn enemies into allies and halve enemy stats. This adds a unique strategic layer to encounters.
- Single-player and solo focus (weight 0.08): The game is single-player only, with gameplay focusing on solo progression through dungeons. There are no multiplayer elements mentioned.

Performance notes:
- Game experiences general lag and optimization issues (weight 0.16): Users report the game is very laggy and has optimization problems with occasional bottlenecks. Performance may vary by system.
- Performance suffers at high resolutions (weight 0.1): Running at 4K fullscreen on an NVIDIA RTX 3080 yields only 1 FPS with high GPU usage. Switching to 1920x1080 windowed mode fixes the problem.
- Language selection causes launch failure (weight 0.09): On Steam Deck, choosing a language in settings prevents the game from launching. Exiting and re-entering the game resolves the issue.

Recommendations:
- Positive for card roguelike fans (weight 0.46): Multiple reviewers specifically recommend the game to fans of card battlers, deckbuilding roguelites, and dungeon crawlers. The game also appeals to card game enthusiasts and those new to the genre.
- General positive recommendation (weight 0.39): Several reviewers give an overall positive recommendation, ranging from 'strongly recommended' to 'would recommend' and even 'recommended to everyone'. This suggests the game has broad appeal beyond niche audiences.
- Pricing concerns for purchase (weight 0.27): Several reviewers mention that they will buy the game or full version only if the price is not high, and one suggests it is only monetizable at a low price unless depth is added. This indicates price sensitivity.
- Potential high difficulty barrier (weight 0.09): One reviewer notes the high difficulty and survival focus may scare away newcomers. This is a common concern for roguelike games, but it was only mentioned once in the feedback.
- Portuguese-Brazilian support appreciated (weight 0.08): A reviewer specifically recommends the game for its Portuguese-Brazilian language support, indicating that localization is a significant factor for some players. This is a niche positive point.

Other player notes:
- Currently a demo or early access (weight 0.51): The game is in an early access or demo state, not fully released. Players expect updates and further development.
- Limited content currently (weight 0.45): The game has a small amount of content, with limited playable characters and features. This is expected for an early-stage game.
- Game is free to play (weight 0.35): The game is currently free, with anticipation of a more complete paid version. This makes it accessible to players who want to try it without financial commitment.
- Work in progress with potential (weight 0.28): The game is still being worked on and has potential, but lacks polish and is incomplete. Reviewers are curious about the final product.
- Works on Steam Deck and Mac (weight 0.25): The game is playable on Steam Deck and runs fine on M2 MacBook Air despite warnings. It has language settings including Portuguese-Brazilian localization.
- Compared to Card Crawl and FORWARD (weight 0.21): The game is inspired by Card Crawl and FORWARD: Escape the Fold, and is similar to other games in the genre. It may appeal to fans of those titles.
- Available on itch.io with browser (weight 0.19): The game is available on itch.io and has a browser page for saving progress that requires a Gmail address. Some played the web version.
- Fans of card roguelikes will enjoy (weight 0.16): The game suits players who like card battlers and roguelikes, but is limited to a niche audience that enjoys hard games.
- No meta progression or diversity (weight 0.16): There is no meta progression, unlockables, or enemy uniqueness, which reduces diversity. This may limit long-term appeal.
- Wish for stats and guides (weight 0.14): Reviewers wish for a stats option summarizing runs and in-game guides, but these are just desires, not present features.
- Tiny team and passion project (weight 0.14): Made by a tiny team, it's essentially a passion project that may remain in its current state without continuous updates.
- Weapons feel like paper (weight 0.12): Weapons are compared to Zelda BOTW, feeling like paper. The stress and debuff mechanic is similar to Darkest Dungeon.
- Current version 0.5.1 (weight 0.08): The current version is 0.5.1, indicating an early stage of development. Updates are expected.
- Has potential for multiplayer (weight 0.08): The game has potential for multiplayer, but it is not currently implemented. This is a future possibility.
- Simpler than large card games (weight 0.07): The game is not as extensive as MTG or Warhammer 40k in rules or lore, making it more accessible but less deep.
- Visuals are static (weight 0.07): The visuals are static, which may be a drawback for some players expecting dynamic graphics.

Emotions:
- Frustration (weight 0.17): Players are frustrated by unclear mechanics and misleading descriptions, such as bosses not matching their stated power increases and card/skill effects being poorly explained. The game feels heavily luck-dependent with harsh debuffs, limited recovery, and sudden deaths, leading to repeated failures and a sense of unfairness.
- Enjoyment (weight 0.13): Players enjoy the card-deck roguelike gameplay, finding it fun, addictive, and engaging. The strategic decision-making, unique theme, and vampire character contribute to satisfying and varied runs that keep players coming back.
- Disappointment (weight 0.1): Disappointment stems from the game lacking content and depth, with little replayability and a final boss that feels underwhelming and poorly telegraphed. Relics that don't provide meaningful upgrades and optimization issues further diminish the experience.
- Satisfaction (weight 0.07): Satisfaction comes from the game's straightforward yet challenging difficulty, where victory is rewarding after understanding item synergies. Playing as the vampire can make the game easier, and clearing floors efficiently brings a sense of accomplishment.
- Confusion (weight 0.06): Players are confused by unclear game objectives, such as not knowing they needed to beat the final boss, and by ambiguous character and card descriptions. The vampire's unique attack mechanic was not immediately understood, and unexpected ease during boss fights left players questioning whether it was a bug or intentional.
- Excitement (weight 0.04): Excitement is driven by anticipation for future updates and the game's full release, with players looking forward to new hero abilities and interactions. The addictive gameplay and pleasant soundtrack contribute to a high level of enthusiasm despite initial low expectations.
- Appreciation (weight 0.04): Players appreciate the game's art style, music, and the balanced mix of luck and strategy. The creative reliance on randomness for items and enemies is seen as a positive, engaging design choice.
- Admiration (weight 0.03): Admiration is directed at the retro pixel art, dark fantasy atmosphere, and tabletop-style presentation that evoke a classic RPG feel. The visual and thematic design are praised for being charming and well-executed.
- Fun (weight 0.03): The game is fun due to its interesting gameplay loop and good game design, serving as an enjoyable time-killer. The core mechanics are simple yet engaging, providing quick bursts of entertainment.
- Love (weight 0.03): Players love the game's overall vibe and the roguelike card game genre. Positive experiences so far have fostered strong affection for the title.
- Amusement (weight 0.03): Amusement arises from humorous in-game moments, such as getting wiped out by a monster group (leading to a 10/10 rating) or falling into traps. The weapon style also evokes fond comparisons to other games like Zelda BOTW, adding to the lighthearted enjoyment.
- Approval (weight 0.02): The game earns approval for its high quality, direction, and pixel art style. Players consider it a great game worth praising.
- Dislike (weight 0.02): Dislike is focused on the requirement to enter a Gmail address for saving progress, as well as the vampire gameplay and certain useless passive abilities. These elements detract from the overall experience.
- Anticipation (weight 0.02): Anticipation is fueled by expectations for a more complete paid version and further game updates. Players are eager for the full release with more content and refinements.
- Interest (weight 0.02): Interest is sparked by the rare hunger management mechanic and the overall roguelike design. These unique aspects make the game compelling to explore.
- Dissatisfaction (weight 0.02): Dissatisfaction arises from specific gameplay issues, such as the vampire's blood drain not restoring health as described and charmed enemies dealing fixed damage rather than attack-based damage. These inconsistencies make certain skills feel broken or misleading.
- Appeal (weight 0.01): The game appeals to players who enjoy strategy and hard challenges, offering a demanding but rewarding experience.
- Deterrence (weight 0.01): The high difficulty and survival-focused mechanics may intimidate newcomers, potentially deterring them from fully engaging with the game.
- Annoyance (weight 0.01): Annoyance is caused by specific elements like the Chaos book automatically bestowing a curse, which feels unfairly punitive to players.
- Curiosity (weight 0.01): Players are curious about what the final product will be like, indicating a desire to see the game's evolution beyond its current state.}