
Screenshots

Watch trailer on Steam ↗Dungeon Flop
Roll4d4 · Published by Roll4d4 · Official site ↗
Last updated 28 Sept 2026
One stage, infinite dungeons, zero professionalism — Command a band of misfit heroes in a dungeon-crawling stage show gone wrong. Kick doors, steal spotlight, and flop spectacularly in this tactical comedy roguelike.
Action, Indie, RPG, Simulation, Strategy, Early Access, Casual · More free games
Join a chaotic band of misfit heroes as they navigate one stage of infinite dungeons, kicking doors and stealing spotlight in this early access tactical comedy. Command your team with humor and skill in Roll4d4's unique roguelike experience.
About this game
Dungeon Flop is a Real-Time-with-Pause tactical RPG where dungeon crawling meets disastrous theater. Lead a troupe of chaotic heroes through procedurally generated dungeons, bursting with monsters, traps, treasure, and bad acting.
🎭 Command the cast.
Pause the action to issue precise orders, then watch the chaos unfold in real time as your questionable heroes do their best (or worst).
⚔️ Crawl, kick, and loot.
Smash doors, plunder chests, and collect powerful loot to keep the adventure rolling. Every run offers new gear, party synergies, and unpredictable encounters.
🧙 Manage the troupe.
Balance inventories, gear rarities, and deep ability interactions. Heroes age over time — recruit fresh talent as your veterans grow weary or weird.
💬 Deal with the drama.
Between expeditions, navigate the party’s egos, creature complaints, and backstage politics in visual-novel-style story scenes. Choices shape fates, unlock storylines, and determine whether the final curtain call ends in triumph or total flop.
If you love party management, tactical combat, procedural chaos, and comedic storytelling, it’s time to take the stage — and probably regret it.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7 SP1, Windows 8.1, Windows 10 (64-bit)
- Processor: Intel Core i3-2100 or AMD FX-4100
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 750 / AMD Radeon R7 260X or equivalent (2 GB VRAM)
- DirectX: Version 11
- Storage: 500 MB available space
- Sound Card: Any
Recommended
- OS: Windows 10 or Windows 11 (64-bit)
- Processor: Intel Core i5-8400 or AMD Ryzen 3 3300X
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 660, AMD Radeon HD 7850, or better
- DirectX: Version 11
- Storage: 500 MB available space
- Sound Card: Any
- Additional Notes: Stable performance at 1080p. SSD recommended.
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Dungeon Flop: Demo Delayed!
The Demo is being delayed because I still didn't like the UI in the V2 build. I'm moving to a v3 build.Its primarily UI focused. The 'shell' of these UI interactions is there, but needs tuning. Its also a matter of migration of code and features. With that comes bugs but also opportunities to tighten and refine.I decided to go with a windows 95/nt enterprise business software look and away from the fantasy themed containers. While i experimented with mixing the UI's, giving fantasy themed buttons and containers, but it was too distracting. Right now everything is boring but practical.The UI needed floating windows. It helps organize everything into menu drop downs instead of some static nightmare that is just going to break as soon as someone DARES to PLAY MY GAME in something OTHER THAN 1920x1080! YOU MONSTERS! While not necessary, i think its a good move for interacting with it.I've come to accept that nobody will play/like my game. This isn't a 'woe is me' post, its just the truth. While technologically impressive, giving users in app modding tools and workflows, fully data driven, custom multiplayer implementation, and many more features makes this less of a game and more of a mini-engine.Its a thing that I as a designer would appreciate, but you as a consumer might not. Maybe i'm totally wrong, thats a very real possibility! A clever thing i thought of recently is that due to the mod tools being in application, i suspect people who design their own dungeons, classes, mobs, abilities, items and the such may rack up a significant time metric on steam.I've also decided to try to impalement 3d assets as an option. This is built with 2d in mind, but that does not exclude it from being a 3d game. It would most certainly be less performant (slower builds of procedural dungeons and the such), but its very do-able. I envision as services like Meshy and image to 3d or text to animation set becomes more available, users may want to ditch the 2d aesthetics in favor of some...Read full article on Community Announcements (rolling4d4)AnnouncementsOfficial
The Demo is Done.
Dungeon Flop Demo Progress UpdateHey everyone,I’m currently working toward getting the Dungeon Flop demo into a cleaner, more stable, and more presentable state.Recent work has been focused on:improving build stabilitycleaning up dungeon gameplay UIimproving loot and reward feedbackpolishing account upgrades and tutorial flowfixing ability text and effect cleanup issuespreparing updated screenshots and gameplay footage for the Steam pageDungeon Flop is a co-op dungeon crawler with built-in tools for making and modifying content such as rooms, items, abilities, enemies, and dungeon setups. The goal is to let players run dungeons, build parties, experiment with content, and eventually share weird or custom dungeon ideas with friends.Right now I’m doing the less glamorous but important work: fixing rough edges, making the demo more readable, and getting the game ready to show properly.I’ll be updating the Steam page with new images and gameplay footage as the demo comes together.Thanks for checking it out.Read full article on Community Announcements (rolling4d4)AnnouncementsOfficial
Demo almost done-ish
I haven't been posting a lot because I've been working hard on getting the demo done. only 2 months late, but hey, thats games. All major features are implement, things work but just aren't polished or communicated well. Dont get me wrong, there is still more work to be done, but i'm now into weeks away and not months away territory. I've decided to kind of hard line it at the end of the month. I need some metrics and i need some encouragement. I'm hoping that pushing it out will get some people together who say, 'Hey! i think thats pretty neat.' I think its close enough that people can kind of get where its going instead of just a wall of ideas. Here we see abilities being added and removed from a unit when items are equipped and unequpped. Also 2 bugs! Hope i solve those before the demo! Another reason for me to make games is as a field test for decision making frameworks that i like to invent. One of these is called KLEP, a decision making framework that is symbolic in nature and based on how i think we think. Dungeon flop lets me extend the social, emotional and ethical side of that and give it a playground to prove itself in. Units now use chat to interact, formulate memories based on those interactions as well as what happens in a dungeons run, and that influences relationships as well as AI decisions. I think i may want to extend this into a kind of mad lib meets LLM kind of thing where the framework of a message is there, but a model then picks out an adjective instead of a whole sentence. Example: "You nearly hit me you, {orkish insult for elf}!" I dunno. We will see. #BuyMyGame. Oh yeah, i almost forgot. I hypothesize that our emotions are expressions of our ethical evaluations of the actions of those around us and ourselves. In other words, when people act like jerks, we get mad. This is expressed as a X/Y chart like the arousal-valence model proposed by James A. Russell in 1980. Yeah i copy pasta that from google. Emotion is tracked as a simple 2D space ...Read full article on Community Announcements (rolling4d4)AnnouncementsOfficial
GameDev Diary Day ???: INVENTORY IS IN
Inventory is done-ish. Its always an 'ish' at the end of done. Units have their equipment, accounts have a party inventory. You can right click a unit to open up a more detailed view where you can then drag and drop equipment onto their equip slots. This is written to the accounts Json data, this modifies your unit data and your party data.Lets go into another authoring tool. Last time i talked about the floor/wall editor, now lets talk about our item editor. Items have 3 categories. Loot, equipment and breakables. Loot is what breakables and mobs drop, so exp and gold and the what not. Breakables are furniture for the dungeon that can be pillaged. Pillaging a breakable is ability based. So if you have "pick locks" as an ability, and a breakable requires "break locks" to break, then you will be able to break that and it will drop its loot (if any). Equipment is anything that can be equipped. Each category changes its layout to match what your are editing. Loot has fields for exp and gold, as well as a stackable toggle. Rigidbody is what is used to give physics to an object. this way they can spill out and have a bit of kinetic energy to them instead of just spawning it around whatever pooped out the loot. Light give it a small glow. This can then be saved using the save button. The mod selection lets you select what mod you are working on and finally, the load item shows all items in that mod.Equipment has a slot selection, to tell it what slot it equips in. Modifiers for stats are added by clicking the add modifier. Here you can give +2 to STRENGTH or +5% CRIT for example. Abilities are what abilities the item grants you. An item can have more then one slot option, letting you give a dagger a main hand ability and modifier and an off hand ability and modifier layout. This can lend to some interesting loadouts where maybe equipping something sub optimally is good as it lends a different ability or something in that sub optimal spot.Finally we have the breakables. Th...Read full article on Community Announcements (rolling4d4)AnnouncementsOfficial
Progress Report; have you seen my stapler?
Took yesterday off. Really burnt out on this project, its hard going. I'm doing the inventory stuff now, so thats getting migrated over to the new v2 project. EXP, gold and food are being applied on return to the lobby. Its not super fun to show off a number getting bigger, so lets instead talk about the authorers that are avalible for community content. Specifically, we will look at the tile editor. This is the editor that lets you make floors, walls, and door tiles. The "mod" section covers the mods you have installed/are working on. Create mod makes a new directory under the persistent director (appdate/local/...). This will be where all tiles/mobs/items/so on are stored for that specific mod. This can then be zipped and shared with friends.Under that is the tile ID and the tile name. A QoL button is there to use the same name for both. However, people may name things the same across mods, and this will cause conflicts if the names are the same, so there is a nice check/warning if you have named something the same in your mod as something in any other mod in your modding folder.Then there is the graphic preview and selection. Clicking brows will open a file browser that will lets you navigate and select your image. currently, everything is 512x512 (yes, i know its huge for a sprite). I plan to add in auto slicing for sprite sheets that users may have made for other games in the past and they dont want to extract each cell and upload.Under that is a easy toggle for telling the system if its a door, floor, wall. If it blocks vision, does it block movement? Finally, what is the movement cost (if any) for path finding. Difficult terrain, for example, should be harder to move through.Finally you have the save. This save out the json data and builds a copy of the sprite to live in your mod folder. It does copy and makes a 512x512 .png at that path. Finally, under that is the list of all tiles in this mod folder. Eventually, i'll put it in categories, but for now, im go...Read full article on Community Announcements (rolling4d4)






