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Watch trailer on Steam ↗Dungeon Potato
Solanum Games · Published by Solanum Games
Last updated 28 Sept 2026
Dungeon Potato is a fast-paced, top-down action roguelike where your loadout shapes the story. Survive unpredictable encounters, forge unique builds, and battle through a perilous labyrinth. Will you rise as a servant of the Potato God or rebel against it?
Action, Indie · 2026 · More free games
Navigate the perilous labyrinths of Dungeon Potato, where every choice in your loadout shapes your journey. Will you serve or rebel against the Potato God?
About this game
The Potato God has issued a challenge to all mortals: conquer its labyrinth and be granted a single wish of your choosing upon Ascension. You are a desperate soul willing to risk everything for the ultimate prize. Your convictions will shape your destiny. Death is certain, but with every run, you will learn, adapt, and step closer to your wish.
FORGE YOUR BUILD
Discover and draft an arsenal of magical abilities as you clear rooms. Combine elemental forces from summoning crushing boulders to conjuring walls of flame, and create game-breaking synergies to melt through hordes of the enemies.
CHOOSE YOUR CONVICTIONS
Will you walk the holy path, seeking the divine blessings of the Potato God to ensure your survival? Or will you go Heretic, rejecting the starch to embrace high-risk, high-reward power? Your moral compass directly dictates the abilities and encounters and shapes your relations with denizens of the dungeon.
ENCOUNTER THE UNKNOWN
The dungeon is alive with unpredictable, randomized events that will test your resolve. Forge pacts with the damned to secure forbidden strength, or seek holy guidance from the bizarre messengers of the Potato God. Commune with strange spirits, read forgotten texts, and make perilous sacrifices at altars. Every choice is a gamble that could make or break your run.
BATTLE YOUR WAY UP
Master fast-paced spellcasting combat. Survive locked rooms, dodge bullet-hell magic, and clash with terrifying
bosses. Quick reflexes and strategic cooldown management are the only things standing between you and the grave.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 (64 bit)
- Processor: Intel Core i5-6400 / AMD Ryzen 3 1200
- Memory: 6 GB RAM
- Graphics: NVIDIA GeForce GTX 1050 / AMD Radeon RX 560
- DirectX: Version 11
- Storage: 4 GB available space
- Sound Card: DirectX Compatible Sound Card
- Additional Notes: Requires a GPU that supports Vulkan 1.2 or higher.
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Demo Update #4
The Upgrade Card PatchNewUpgrade cards have been completely redesigned with new full-card artwork. Each card type has its own frame (new ability, minor boost, major boost, ability improvement, heal), and every card now carries a medallion at the bottom showing the piety alignment of the ability it affects: holy, heretic, or neutral.Added a secret death prevention mechanic. May you never find out how it works!The hit that finishes off an enemy now shows a bigger, brighter damage number with a harder pop, so you can tell a kill landed even through heavy effects. Added a 2560x1600 (16:10) resolution option.ChangedThe entire game has switched to a new, bolder font. Text sizing has been adjusted across the settings menu, keybinds, ability names, book lists, and dialogue character names to match.Damage numbers now keep growing with your damage across the whole run. Previously, they hit their maximum size early, and every hit looked the same afterwards; now bigger hits keep standing out, and their outlines scale up along with them.The piety icons have been redrawn, including a brand-new icon for unaligned piety, and are now slightly larger.The book menus have been tidied up: book effect lines now line up neatly across all cards, and descriptions no longer leave a single lonely word on the last line. Bug FixesFixed keyword tooltips sometimes not highlighting terms inside book descriptions.The dialogue font size preview in the settings menu now matches how character names actually appear in the game.Fixed overlapping text in the settings menu.The Guide's and the Contractor's outline color now correctly reflects their remaining health after taking damage.Read full article on Community Announcements (eldawidos111)Patch NotesOfficial
Demo Update #3
Demo Update 3 Patch NotesNew:The minimap has been completely redesigned with a new look and clearer, easier-to-read room icons. A heads-up display now sits beneath the minimap, showing your potato count at all times alongside quick-access icons for your active guidances and contracts. Ascension Level 3 is now available. Unlock it to find out what it does! Added a new line for the Heretic on the character select screen. Changed:Your potato count now lives on the new heads-up display, so the separate potato counter that used to appear inside shops has been removed. You can now dash straight through doors to move between rooms, instead of having to walk into them. Damage-over-time numbers (such as poison from the dice effect or acid DoT) now have a minimum size. The artillery strike explosion now scales to match its blast radius, keeping the fireball lined up with the area it actually damages. Tutorial creatures no longer walk up to you when they have nothing new to say. Bug Fixes:Fixed potatoes from a previous run carrying over into a new run when that run ended abnormally, such as after a crash, a force-quit, or a corrupted save. Older save files now load their settings correctly. Shader warmup now correctly uses multiple cores to make the first load a bit faster. The focus of this patch was to make up for the gaps in game readability. Now you can see what effects are active or how many potatoes you have without having to keep all of it in your head. Thank you for giving Dungeon Potato a chance, and please join our Discord or use the feedback feature if there are any QoL changes or bugs you would like to see fixed.~`DawidRead full article on Community Announcements (eldawidos111)Patch NotesOfficial
Demo Update #2
Demo Update 2 Patch Notes New: Traveling between biomes now plays a teleport transition: the Wizard spins and is pulled into the portal before arriving in the new biome.Damage-over-time effects (such as fire, poison, and bleed) now stack their ticks into a single growing number that follows the enemy, instead of spawning a separate number for every tick.Damage-over-time numbers are now colored to match their source, making different effects easier to tell apart. Source coloring can be toggled off in the settings menu.Damage numbers now pop and scale with the size of the hit instead of appearing at the target size instantly.Changed:Reworked the visual effects for the Wizard's Fire spell, covering the flame cone and the piercing upgrades.Reworked the visual effects for the Wizard's Acid spell, including the acid pool and acid ignition.Reworked the visual effects for the Wizard's Earth spell, covering its base version and the Small Stones upgrade.Reworked the visual effects for the Wizard's Blood spell, including the blood-binding chains and the slash hits and sprays.Reworked the Rune Zone visuals, including its explosion effect and lighting.Reworked the cast, trail, and impact effects for the Necromancer's projectiles, arrows, and the arcane projectile.Reworked the Artillery Strike explosion effect with new smoke and lighting.Dungeon doors received a visual overhaul, with a reworked portal effect and new particles.The Spark upgrade of the Wizard's Fire spell now applies a slightly bigger knockback, and its explosion causes a minor camera shake.The Piercing upgrade of the Wizard's Fire spell now applies a small knockback to each enemy it passes through.Bug Fixes:Fixed an issue where falling rocks from the Wizard's Earth spell could freeze in mid-air after leaving and re-entering a room mid-cast.Fixed the skeleton archer's arrow trail so its wind streaks now stream off the back of the arrow instead of its center.Fixed a shader warmup issue that could cause a brief stutt...Read full article on Community Announcements (eldawidos111)Patch NotesOfficial
Demo Update #1
Demo Update 1 Patch NotesNewAdded an additional music track to the Catacombs biome.Forsaken now has a chibi sprite matching their dialogue portrait.Messenger now has a chibi sprite matching their dialogue portrait.Enemy damage indicators can now be disabled in the settings menu.Damage absorbed by temporary health is now displayed in blue, making it distinct from real HP loss. If both temporary health and real HP are lost, the entire damage number is displayed as real HP loss.ChangesSpirit now overheals the player by up to 35 temporary HP instead of granting temporary HP only when the player is at full health.Unlocks are now displayed horizontally instead of vertically on the death screen.The Lingering Flame upgrade for the Wizard's Fire spell no longer damages the caster.Bug FixesFixed an issue that allowed players to teleport outside the map in the pillar combat room.Enemies now correctly cleanse debuffs when respawned by Double Wave or Ascension 2.Enemies resurrected by Double Wave or Ascension 2 now spawn at least 200 pixels away from the player.Status effects such as Petrify are now displayed above interaction indicators, making them visible when applied to NPCs such as the tutorial necromancer.Fixed a bug that prevented the friendly necromancer's dialogue from updating correctly after being killed by the player multiple times. A total of 100 players played the demo during the first few days. Thank you for giving Dungeon Potato a chance, and please, join our discord or use the feedback feature if there are any QoL changes or bugs you would like to see fixed. ~`DawidRead full article on Community Announcements (eldawidos111)AnnouncementsOfficial
Devlog #1 How Characters Remember You
Meet Morteus, The First FallenMorteus is one of the bosses from the Catacombs biome in Dungeon Potato. He is an arch necromancer turned guardian, nailed back together by the Potato God itself, and cursed to guard the same room for centuries. He's tired. He's bitter. And he has many different things to say to you depending on what you've done.Most roguelikes treat boss encounters as standalone events. You meet the boss, an intro plays, and you kill them. You may get lore drops from other dialogues or random encounters later on, which usually ends the story.In Dungeon Potato, we wanted the bosses to feel real and the dungeon itself to be reactive. In fact, we wanted most NPCs to be reactive. After all, you are stuck in there together.Here are some examples of what I mean by that:TriggerDialogueShow up with holy pietyWretched servant of the false potato. After all you suffered at his hands, you still have faith?...Same ability loadout as your last attemptThe same tools as last time? You cling to what is familiar. I understand. I have been guarding this room for centuries. Routine is all I have left...Come back after he killed you last runBack so soon? I can still feel where I struck you down. Revenge is a luxury the dead cannot afford...Beat him as holy, but now you come back as an unaligned characterYou were so sure of yourself last time. All that faith, that fire in your eyes. And now? I almost preferred you as a zealot. At least then you stood for something. None of this is a scripted sequence. There's no dialogue tree. The system observes what the player has done and picks the most relevant thing to say.So how does it work under the hood?Actually it's pretty simple. Characters just follow these steps:Track what player does (and by that I mean seriously track what player does)Evaluate every conditional dialogue against the current game stateFilter to only those where all conditions pass Sort by priority (higher = more specific/interesting)Pick randomly among the hig...Read full article on Community Announcements (eldawidos111)






