Official project

AboutDungeon Delvers

Dungeon Delvers is an independent hack and slash dungeon crawler created by Leonardo Miranda, with Android as the original release and a playable browser version on this site.

Dungeon Delvers party lineup
Independent dungeon crawlerClasses, builds, bosses and short survival runs.
Design goal

Fast runs with meaningful choices.

The core idea is simple: choose a class, clear the room, spend gold, improve the build and decide whether you are ready for the next floor.

Each run is designed around readable pressure. Warriors can hold space, archers win by distance, and mages trade safety for elemental area damage. Boss floors appear every fifth room, turning small upgrade decisions into survival tests.

Android first

The Android version is the original distribution of Dungeon Delvers and remains the primary mobile experience. It is built for touch controls, short sessions and the Google Play release flow.

Browser version

The web version gives players a way to try the same dungeon loop in a browser. It uses a full-screen game launcher, while this website provides the surrounding guide, privacy information and support pages.

Solo and co-op

Solo runs focus on personal class mastery. Multiplayer rooms let up to four players coordinate class choices, share pressure and push deeper together.

Leaderboard progression

The Hall of Legends records the deepest rooms reached. It is meant as a light competitive layer, not a replacement for the main survival loop.

Why this site exists

This site is the official public hub for Dungeon Delvers. It is not just a download page: it documents how the game works, how data is handled, how the leaderboard works, what players should expect from the web build and how to contact the developer.

For players, that means less guessing before a first run. For crawlers and review systems, it means the public pages contain original, readable publisher content instead of only a game iframe or store links.

Current development focus

  • Keep the Android and browser versions aligned around the same core loop.
  • Improve first-run clarity through the guide and menu flow.
  • Keep ads away from combat, navigation and accidental-click areas.
  • Use player feedback to tune class balance, boss pressure and multiplayer flow.