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Level up Everything!

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Level up Everything!

KamikaziAvalanche · Published by KamikaziAvalanche

1 user reviews — 100% positive (1 reviews) · 62 achievements

Last updated 28 Sept 2026

Bite sized solo dungeon delve. Use cards to activate gear or special effects as you delve through dungeons. Attack, block, move, heal, and interact with the environment using the unique card & gear activation system. After each delve upgrade your gear and cards to exploit powerful combos.

DJCTQ 10

£4.29

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £4.29 · Highest: £4.299 Oct 2026

RPG, Strategy · 2025 · More under £5 games

Navigate through bite-sized dungeons using a unique card & gear activation system. Experience solo adventures where every move counts as you upgrade for stronger combos.

About this game

Weekly updates

Follow for weekly updates and updated demo builds. Full patch notes daily in the Discord Channel that will show up in the Sunday updates.


Classes

Soldier:

Versatile warrior that uses direct attacks, blocks, and positioning to overcome enemies.

Attunist:

Ranged attacker that relies on healing and killing goblins before they can attack to survive.

Craftsman:

Equipped with a shotgun and repeating crossbow that needs to be reloaded. His equipment behaves differently depending on which card is used to activate it.

BladeDancer:

Once per round can change his stance to adapt to changes in the battle.

More to come. . .


Races

Pixie:

Loves the taste of goblins and can heal when he defeats them with his unique card.

Triceratops:

Tougher than most, his unique card provides him with protection and can take down an attacking enemy before they land their blow.

Sloth:

Only race that doesn't get movement gear. Starts off slow but can be customized to be one of the fastest characters.

SoulReaper:

Doesn't unlock any achievements, card, gear, or class upgrades. Instead absorbs the power of each goblin type. Can you defeat the finale with only starter cards and gear but buffed stats?

More to come. . .


Enemies

Goblin Spearman

Most common enemy. Higher health, damage, lowest speed.

Goblin Runner

Extremely fast and more likely to be able to move and attack the hero from beyond the hero's attack range. Starts out hitting like a wet noodle though.

Goblin Archer

Moves to range and attacks. Lowest health.

Goblin Champion

Extremely tough goblin that hits hard. Only goblin with damage resistance ignoring some damage from every hero attack. Immune to stun.


Finales

Dream Master

Cannot be directly engaged, summons swarms of goblins from out of range. Summons a goblin champion every time the hero strikes one down. Heroes are encouraged to use a build that can manage swarms of enemies using area of effect attacks.

LavaMan

Only takes a maximum of one damage per hit. Reduces the hero's health and maximum health by a rising amount each round. Heroes are encouraged to use a build that can deal multiple hits.

Illusionist

Vanishes at the start of his turn and when hit leaving behind a group of goblins. Only the first hit in a multi-hit attack will deal damage because of the vanishing. Heroes are encouraged to use a build with high mobility.

Spike

Retaliates against any attack with the same damage he took. On his turn hits players with the strength of the last hit against him. Punishes heroes with large damage, low health builds. Heroes are encouraged to use a build with good block or heal.


About the Game

Dive into this thrilling single-player adventure that will put your strategic skills to the ultimate test!

Harness an arsenal of cards activating powerful gear to unleash devastating effects and outwit increasingly formidable foes.

Navigate treacherous dungeons filled with dangerous enemies and use your cards to attack, incapacitate, move, heal, or defend. Every turn, you'll make strategic choices to maximize damage, expand your area of effect, boost your movement, hit multiple targets, and unlock a myriad of special effects.

Enhance both your gear and your cards. Between battles, dive into a rich upgrade system that allows you to improve both your gear and your cards. Power up your attacks, broaden your strategic options, and adapt to the growing threats you'll face. As you level up, the enemies will rise to meet you with increased strength and cunning, but with each upgrade, you’ll grow more formidable in return.

Master your deck, conquer the dungeons, and emerge victorious in this dynamic and engaging rogue-like experience where every decision counts.

With its deep card mechanics, evolving challenges, and endless replayability, Level Up Everything offers a dynamic and engaging rogue-like experience where every decision counts. Can you master the dungeons, and emerge victorious? The adventure awaits!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Window 7
  • Processor: x86_32 CPU with SSE2 instructions, any x86_64 CPU, ARMv8 CPU
  • Graphics: Integrated graphics with full Vulkan 1.0 support
  • Storage: 300 MB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Window 10
  • Processor: x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more, ARMv8 CPU
  • Graphics: Dedicated graphics with full Vulkan 1.2 support
  • Storage: 300 MB available space

Supported Languages

English*
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    Tutorial step-by-step, Run history

    Tutorial step-by-step, Run History v.8 Runs now have a score card that calculates a score and saves the run score and details. From the main menu you can look at your run history scores and major details. The tutorial button now shines until you have played it the first time. The tutorial now has optional screen pings for where to click. Dev note: This is the last of mechanics, content, and polish. I will do some balancing, but will otherwise be working on marketing between now and the Steam NextFest with plans to release the game soon afterwards.
    Read full article on Community Announcements (mtagge)
  • Patch NotesOfficial

    Major style update

    Tarot cards, story boot screen, VFX, SFX, and more! v.75 Added tarot card graphics as an option for the hand cards. Unique tarot card art for every single base card. --Added the preferences option to use the new card art or keep the base easy to read/see cards from before. Fixed the timing issues with enemies dying on the enemy turn and causing a single enemy to skip their turn. Added background to the battle scene to be floating in a sea of blinking stars. Adjusted all maps to accommodate. Added yellow circling rays to the class and race selection screens behind the character portrait. Also victory screen. Changed the map screen background to be surrealistic and gave it a wavy effect. Changed the card targeting mechanic to allow for touchscreens. Added animation to the collapse spawn point action. Gave the player warp in/warp out animations and SFX for the map and battle screens. Changed the splash screen to add some background and story to the game. Added a cloud effect to the main menu screen. Fixed some spacing and visual errors on the map screen.
    Read full article on Community Announcements (mtagge)
  • AnnouncementsOfficial

    The great polishing begins!

    Polishing and a bit of bug fixes v.7 When an enemy is taking their turn a large indicator of the type of action and strength of that action show beneath that figure. Added the floating numbers for all status effects changes. Fixed a bug with ingots not resetting at the start of a level. There is a gash animation when the player takes a hit. Added a glow behind the achievement popup. A circular VFX appears behind the player when they get an achievement, pretty subtle. Added a scoring system and score card that appears whenever a run is ended (victory or defeat). Plan to create a tracking system so the player can see how well they are doing with each set of class/race/boss. Added some screen particle to the upgrade card/gear scene. Added SFX to the card shuffle effect and changed some of the UI SFXs. Added rotating rays behind the images in the class and race selection screens. Also the victory screen.
    Read full article on Community Announcements (mtagge)
  • AnnouncementsOfficial

    Content complete for release

    Two new races, one new class, bringing the total to four each! v.5 I've decided that four of each run factor (class, race, finale) will be considered feature complete for the launch. I might add more if any particular idea strikes my fancy, but I am not actively going to dedicate brainstorming time to consider new factors. Added the fourth boss, Spike. Spike retaliates with however much damage he took. On his turn he strikes the player for the last amount he took. He is in a small arena. All cards have SFX. All gear has SFX. All bosses now have SFX. Each map type now has "unique" background music. Changes some of the SFX to be less annoying. -Movement is only two steps instead of four. -Flute is changed. -Select sound is softer. Added a camera damage shake when the player takes damage. The velocity of the shake depends on how much damage the player took. Added VFX to enemy death along with a death yelp. The enemy fades out under the VFX. Fixed a bug with wands where they were not resetting to base damage each time they were used. Created floating damage numbers above enemies when they take damage. At the moment only the first hit registers, but I have a plan for how to fix (will detach and instantiate a damage "scene" for each hit). Have plans to add floating number for the player when they take damage, add block, heal, add move, etc. Plan to adjust the target selection so that the game works properly on touch screen instead of needing to drag the cursor. From now until Steam Next Fest in Feb, I plan on working solely on polish, fixes, and balance. And relaxing a bit for the holidays!
    Read full article on Community Announcements (mtagge)
  • AnnouncementsOfficial

    More content: 2 new races, 1 new class

    Two new races, one new class, bringing the total to four each! Created the sloth race, doesn't get boots but gets 1 MP every card played. Soulreaper race added, doesn't get achievements, gear, card, or class upgrades. Instead can absorb the strength of his enemies. Started work on the BladeDancer class. Two of the gear slots are taken up by stances. Only one stance is active at a time and it modifies the effects of the offensive and defensive card. Added some sound effects (SFX)
    Read full article on Community Announcements (mtagge)

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