In development

Alderen

A first-person dungeon crawl through a world you can dig straight through.

A torchlit dungeon corridor built from brown blocks, with four vitals bars, a ten-slot action bar and a small fog-of-war map in the corner. Early build
Captured from a working build. Surfaces, creatures and lighting are still being replaced — this is an early dungeon rather than finished art.

Alderen is a descent. You take a torch down into generated mines and caves, you fight what lives there, you take what it was guarding, and you go deeper — until something takes you apart and you start again somewhere entirely new.

The floors are not rooms we drew. Every level is grown from a seed: mines, caverns, corridors, doors, panels that are not where you'd expect a door to be. And the whole place is made of one-metre blocks, all of them yours to break. A wall between you and the stairs is a suggestion. So is the floor, which is worth remembering.

What you carry matters — armour on seven slots, an action bar you'll learn by muscle, a light that only reaches so far. The map fills in as a shape you cut out of the dark, and the shape of what you've explored is the only thing that tells one floor apart from another.

What makes it interesting

Where it is

Alderen has a complete single-player loop running today: start a run, descend generated floors, fight, loot, map the dark and die. It is in development and not yet packaged for release. Single-player at present.

Creatures come from the workshop. Alderen's bestiary is grown in Voxel Studio — sliders and a seed become a body, a skeleton and a palette, and the game loads the result directly. Read how that works →

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