RobbieBoy Studio

Projects/Dungeon of Doom

Dungeon of Doom
Shipped2026▶ Playable here

Dungeon of Doom

A single-file browser ASCII roguelike. Descend eight floors, seize the Amulet of Yendor, die, and come back permanently stronger.

gameroguelikeasciisingle-file

Play it

Overview

A procedurally generated dungeon, twenty-one kinds of monster, permadeath, and the Amulet of Yendor waiting on depth eight. No build step, no dependencies, no assets — one HTML file you can open from a thumb drive.

Runs are tuned for fifteen to twenty minutes. Coffee-break length, not campaign length.

Controls

  • Arrow keys or h j k l — move
  • y u b n (or numpad 19) — move diagonally
  • . — wait a turn, > — descend stairs
  • q — quaff a healing potion, r — read a teleport scroll
  • T — cycle theme: colour, green phosphor, amber phosphor
  • C — toggle CRT glow, scanlines and vignette
  • M — mute, ? — help

Walk into a monster to attack it. Some are fast; some strike from range.

What's in it

  • Torchlit field of view via recursive shadowcasting, and monsters that pathfind around corners toward you.
  • A full progression ladder: XP and levels, weapons and armour, potions (heal, strength, life), scrolls (teleport, magic mapping), treasure vaults, and a boss.
  • Meta-progression. Every run earns Soul Shards, win or lose. Spend them in the Soul Forge on eight permanent upgrades, so a bad run still moves you forward.
  • High scores and records persist between sessions.

The single-file constraint

Everything — map generation, field of view, combat, the sound synth, the CRT shader-ish effects — lives in one HTML file with zero dependencies. It's a real design constraint rather than a gimmick: it forces the whole game to stay small enough to read, and it means the thing still runs in ten years.

Stack

  • JavaScript
  • Canvas
  • WebAudio

Links