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Random Chaos Dungeon

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Random Chaos Dungeon

denhonator · Published by denhonator

Positive — 91% positive (22 reviews) · 13 achievements

Last updated 28 Sept 2026

Roguelike where even enemies, bosses, and their attacks are randomly generated. Beat enemies and take the weapons they were using! With 1-4 players, find and beat bosses in the open world and advance towards the source of the chaos! High difficulty, but adjustable. Completely free!

Free to PlayDJCTQ 6Co-op

Free

View on Steam

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

Action, Indie, RPG, Free To Play · 2026 · More free games

About this game

Roguelike with a high degree of randomization, including:

  • Enemy sprites, built from multiple different parts. This also affects their behavior and stats.

  • Properties of weapons, including speed, size, damage, and numerous special effects and properties. All attacks are based on these randomized weapons and can be used by both enemies and players.

  • Armor is randomized similarly to weapons, allowing you to stack effects from 5 different armor slots.

  • The map. Although the same areas will always be present, there is variation in the exact layout.

Bosses have weapons with certain guaranteed special properties to give them a unique feel, and it's even possible for the player to get those weapons!

Each area and boss has unique self-made music!

Gameplay

Play alone or up to 4 players! Enemies scale based on the number of players. Use healing effects to support your friends. If your friends die, bring them back quickly by consuming items or returning to a waypoint so everyone gets to keep playing. Decide on your roles and distribute loot efficiently.

Attack from afar with ranged weapons or use melee weapons. See what kind of weapons the enemies have and avoid their attacks. Use shields to deflect projectiles, parry melee attacks or simply to block damage. Level up your max HP, arrows or MP to match your playstyle. Consume items you don't need to restore yourself and collect scrap.

Choose appropriate difficulty level: 

  • Easy: Limits how much damage you can take. Infinite revives allow you to keep trying until you succeed.

  • Normal: You can take more damage. Reviving costs scrap, allowing a limited number of revives.

  • Hard: You can take even more damage. Less loot, no revives.

As you beat bosses, you unlock special powers, and the entire world levels up, allowing you to find stronger equipment. Although you can upgrade equipment, it may often be better to change weapons as you find new, stronger ones.

A single run is expected to be roughly 1-2 hours, but you can save at any time and continue later.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: x86_64 CPU
  • Memory: 2 GB RAM
  • Graphics: Support for OpenGL 3.3
  • Storage: 400 MB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English

Latest news

  • Patch NotesOfficial

    3rd of September Secret Content Update

    The secret content previously in beta is now fully released along with various adjustments both to that and other things I ran into while testing. On top of the changes mentioned in the previous post, here are the new changes:New ContentAdded an extra bit of secret content in the secret content.Idling in the menu after launching the game will now preview the different areas.Gameplay ChangesVarious changes to secret content.Bows are stronger and cheaper."Cross" no longer increases cost inherently."Orbiting" cost now scales with attack duration and arc."Floating" weapons can no longer rotate or change height after being initiated.Projectiles spawned by "Splitting" now deal half damage.Blocking non-projectiles no longer makes you get hit (unless the attack hits you directly)Moved the point that determines which tile a character stands on slightly upwards to avoid accidentally falling when it doesn't look like you're on a void/water tile.Freeze status now has an effective change on the final boss."Charge" now double status chance, which allows landing statuses even on highly resistant bosses.FixesShields can no longer get you hit by the same attack more often than you normally would.Blocking homing bombs no longer deals damage to you.Situations where projectiles are deflected by a shield without the shield user getting hit for 0 damage now properly make the block soundHUD item labels are now updated any time they are displayed, which fixes edge cases they don't get updated when picked up.Fixed game breaking bug when changing rooms next to the edge of the map.Fixed "spirits" in final boss appearing out of nowhere.Fixed jumping boss not jumping after respawning.Fixed being able to room transition into walls or pits.Fixed sound effect duration not matching the weapon effect when using "Charge"Fixed magic sword projectile flying out too early when using "Charge"Fixed area 2 not being loaded in on the map when loading a save that has already visited those areas.Fixed not bei...
    Read full article on Community Announcements (Denhonator)
  • Patch NotesOfficial

    Super Secret Content Update (In beta)

    Note that this patch is available in the beta branch (you can select it from game properties on Steam) until I've confirmed the changes aren't game breaking in any way. This patch will change random generation such that loading a save from a previous version will result in items, enemies and other RNG elements to not be what they were before. Once this update is on the main branch, I will make the previous patch available on a separate branch for save compatibility.New ContentIt's a secret. Try to reach previously inaccessible areas of the map. There is also a hint among random NPC dialog.Gameplay ChangesPlayers and enemies can't stun the opponent by using a shield on an attack that already hit themIncreased weapon drop levels in final bossSynced final boss hand movements to invulnerability window during phase changeChanged void tile pattern when at max level to add some consistencyIce can now freeze waterThrown spears no longer spin, but they're fasterYou can no longer open the map when falling below ground levelMoved room transition triggers a bit further to improve ice area experienceBombs no longer damage shield user when blocking a bomb yet to explodeHealing is no longer reduced by armor defenseMisc ChangesImproved font in menus when game resolution doesn't divide evenly with 540p
    Read full article on Community Announcements (Denhonator)
  • Patch NotesOfficial

    19th of August Difficulty Modifier and DMG Calc Update

    Added a difficulty modifier to uncap the damage the player can take. This gives a way to play with infinite revives on Easy while making the fights even harder than on Hard. Of course, it will make Normal and Hard harder too.Shield damage reduction is now applied before damage cap (if present). This means that high damage attacks may go through your shield defense even when well timed if the damage exceeds the shield defense. To compensate, defense of shields and parry weapons is now significantly higher. Overall, shields are now more effective against most attacks, but less effective against very strong attacks.Magic Barrier defense is also slightly increased.Improved controller navigation for difficulty modifiers.Changed text below difficulty modifiers.Edit: Adjusted difficulty modifier values in UI for Auto-Equip to 4.0 and Uncap DMG to 2.0 to correspond to what the difficulty felt like in testing.
    Read full article on Community Announcements (Denhonator)
  • Patch NotesOfficial

    August 5th Tutorial Update

    Added list of controls to help section Added more advice to tutorial and clarified some wordings Tutorial lets you skip controls explanation Added a message if trying to start tutorial when dead
    Read full article on Community Announcements (Denhonator)
  • Patch NotesOfficial

    10th of May Update

    This includes changes from the beta update with the following fixes: Fixes Fixed splitting flamebow crashing the game Fixed other odd interactions with flamebow Fixed co-op player being revived in an unsafe tile after room transition Added a safeguard to make sure area 1 boss dies after all parts are dead Fixed footstep audio not being tied to SFX slider Slightly reduced desert music volume Slight changes to map around snow and rocky area waypoints Slightly increased reset button timer to avoid accidents There is a known issue with auto-equip mode where the HUD doesn't display the correct weapon in some cases, but I don't know why yet.
    Read full article on Community Announcements (Denhonator)

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