Infinite Dungeons
Head down a bottomless crypt with your friends: smash skeletons, grab rarer and rarer weapons, bring down the Bone Colossus and the Ossuary Warden, then choose between leaving with your loot or going deeper. Up to 4 players on one screen, with keyboard, mouse or controllers, or solo with an AI companion. Also playable in French.
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A bottomless crypt
Infinite Dungeons is a crypt that never ends. You head down with your friends, smash everything made of bones, grab better and better weapons… and the deeper you go, the harder it hits.
You go down one stratum at a time. A stratum is:
- an Entrance (a Landing on every stratum below the first), then six fights to clear, room after room;
- cards to pick and chests to open between fights;
- two riskier doors, each leading to a Vault: a tougher fight, and a chest with an Uncommon weapon;
- a Sanctuary that patches you up;
- and to finish, the Ossuary Warden (every other stratum, it's the Trial instead).
Win that last room and two doors open: Leave with your loot and +40% score, or Descend even deeper. How greedy are you feeling?
The first stratum as the game rolls it: the Entrance, six fights, two Vaults, the Sanctuary, the Warden, then Leave or Descend
It plays in the browser, with no account and nothing to install. The weapons you find and your high scores stay on your machine. The whole game is also in French: go to Options, then Language.
Three heroes
Choose your hero (with four players, someone doubles up: two Rangers work just fine):
- Ranger: quick and precise, he peppers everything with the Repeater Bow. His power, Volley, fires three rapid bursts of five bolts.
- Bastion: solid as a wall, Scatter Crossbow in hand. His Shockwave knocks back everything that gets too close.
- Duelist: sword in hand and a grin on his face. His Whirlwind spins three times, blade out, and every melee kill brings his dodge back sooner.
Everyone has a dodge to slip through blows, and a power that recharges on its own.
The three heroes, each casting their power, with their weapon and power below
A weapon found once stays in your Arsenal: next run, you can start with it.
Weapons and rarities
Six weapons, two ways to hit. From afar with the Repeater Bow and the Scatter Crossbow, or up close with the Sword, the Axe, the Spear and the Mace. Each has its own rhythm: the sword chains three blows, the axe sweeps wide, the spear reaches far, and the mace is slow but stuns whatever it hits. The spear and the mace only turn up from the third floor down.
Weapons drop from crates, chests, elites and the big monsters, in three rarities:
- Common, in gray: the basics.
- Uncommon, in green: a little more damage.
- Rare, in blue: more still, plus an effect, of Embers (sets what it hits ablaze) or of Frost (slows it down). It lands under a column of light you can see from across the room.
The six weapons, then the same axe as Common, Uncommon and Rare, each under its column of light
Walk up to a weapon: a label compares its damage, speed and reach with what you're holding. If it's better, take it. Your old weapon stays on the floor, for a friend.
Monsters, and the big ones
The crypt is full of bones that won't stay put:
- the Crawler, slow of mind but quick of knee;
- the Scout, who charges first and never thinks;
- the Archer, who aims (sometimes even at you);
- the Exploder, with one idea in its head, and it's a blast.
Now and then an elite stands out from the crowd: bigger, golden, tougher, and it can drop a weapon.
And then there are the big ones. The Bone Colossus towers over you, and the first one in each stratum drops a Rare weapon for every hero. The Ossuary Warden waits at the end of the first stratum, then every other one: three phases, armor that falls off and a temper that heats up.
The monsters of the crypt, with the Bone Colossus and the Ossuary Warden on either side
Before every big blow, the floor warns you: a zone lights up and fills. Get out before it's full.
Together on one screen
Up to four players on one screen: one on keyboard and mouse, a second on the arrow keys of the same keyboard (aiming and attacking on their own), and controllers for everyone else. Playing solo? On the hero screen, C (or Y on a controller) adds an AI companion.
No manual needed: the controls are carved into the floor of the Entrance, a row for each player, and each one goes dark as soon as you've tried it.
Each device's controls, as the game shows them
A few house rules:
- a hero who's down gets back up if a friend stays close, holding Pick up;
- doors wait for the whole team;
- after a room, everyone picks their own cards;
- a weapon chest gives one weapon to each hero.
Esc or Start: pause. M: mute. F: fullscreen, from the menus.
How it was made
Infinite Dungeons was designed and programmed by Claude, Anthropic's AI model: the engine, the rules, the monsters, the rooms, the interface… and every picture on this page, rendered by the game's own code.
- Music made with Suno and ElevenLabs.
- Sound effects made with ElevenLabs, or synthesized by the game from recipes.
- Fonts Lilita One and Nunito (SIL Open Font License), 3D with three.js (MIT License).
- Code under the MIT License. The music, sound effects and fonts keep their own rights: it's all listed in CREDITS.md.
The engine reads all of its content as data: heroes, weapons, powers, monsters, rooms, universes. A pack is added without a single line of code, and the game ships one to prove it: the Demo Pack, to switch on in Options, under Packs.
The Demo Pack: the Trapper and her pickaxe facing the Ice Mammoth, in the Frostbitten Crypt
Éditions et variantes jouables
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