
There's constant impetus to explore and gather, but rooms must also be converted into temporary sanctuaries for passage. The flow of the game - once you're over the inital hump of flowing from the menu screen directly into the grave - is complex and erratic. To reach the exit, with the crystal intact, it's necessary to master the use of modules, which provide resources, act as turrets, and can even buff every other module or hero in play at any given time. So Dungeon of the Endless is a game about creating a safe route through a random configuration of rooms, some of which contain monsters, some of which contain modules, and some of which contain item chests or resources. The object to be defended is a crystal and as well as surviving each floor, it must be transported from the entrance to the exit.

But, like my attempts to define what the game is, my approach to playing it wasn't quite right.ĭungeon of the Endless isn't wholly comparable to a tower defense game because it isn't about protecting a static location. I'd been trying to play it as a tactical dungeon crawler, rushing toward the end of each floor and gathering experience and 'loot' as I went. Specifically, it explained why I'd struggled so much with the game. Having gone into the game cold, I hadn't realised that 'tower defense roguelike' was a description that had been attached to it - I wasn't even sure it was a description that could be attached to ANYthing. My attempts to explain how difficult and strange I'd found Dungeon of the Endless to be confused Graham. Yes, we'd spent all day looking at games until our eyes turned into single pixels and we should have changed the topic, but when you work in a toy store, there's far more inclination to talk shop after hours. How is Dungeon of the Endless best described? I was eating weird pizza with Graham at Gamescom earlier this year when conversation turned to Endless Legend.

To see this content please enable targeting cookies.Īnd, just like that, we're back to the initial struggle.
