Dunjinn
About this game
Dunjinn is a deliberate, turn-based crawl where every step advances enemies, so stealth, noise, and light control matter. Procedural floors mix rooms, winding halls, traps, mimics, locked doors, and loot that drops to the ground if your 20-slot pack is full. Combat runs off a gear-driven action bar: melee, ranged, shields, augments (teleport, cloak, barrier), accessories, and consumables add abilities with cooldowns and status effects; durability can shatter weapons or armor mid-fight. Light sources burn fuel and affect vision and detection. Between dives the Free Quarter is your safe loop: rest at the inn, shop only common gear, craft/repair/upgrade with salvaged essence, appraise unidentified finds, and stash extras in a 50-slot vault. Death wipes what you carry but not your vault or progress—push deeper for rarer drops, essence, and nemesis encounters.

Turn-based dungeon crawl, every step advances foes; stealth, noise, and light matter. Procedural rooms mix traps, mimics, locks, loot; combat is gear-driven with augments, consumables, and breakable durability. Between runs use town to shop, craft/repair, vault gear; death drops your pack.