Development Tracker

Dungeon Genesis is being built in the open.

Every trap, every monster, every collapsing hallway starts here first. This page tracks what we’re building, what’s next, and how close we are to funding the dungeon fully.

Currently excavating: Depth I — Foundations
Watch progress on Discord
Funding Stats

Nothing raised yet — because we haven’t asked.

Dungeon Genesis isn’t crowdfunding yet. These numbers go live the day we open the Kickstarter, not before.

$
$0
Funds Raised
0
Backers
Campaign status
Pre-campaign — building Foundations before we ask anyone for a dollar
Campaign Goal

$25,000 builds the vertical slice

Not the whole game — a polished, playable showcase of what makes Dungeon Genesis Dungeon Genesis. Every dollar goes toward the eight pillars below.

Mini Dungeon Builder

  • Place rooms
  • Place traps
  • Place monsters
  • Simple resource system

One Playable Race

Demon or Lich — chosen for strong visual identity and thematic clarity.

Basic Third-Person Combat

  • Light attack
  • Heavy attack
  • One ability
  • Dodge or block

3–5 Monsters

Enough variety to demonstrate synergy with traps and dungeon layout.

3–4 Traps

Strategic traps that define your dungeon’s defensive identity.

Simple Hero AI

  • Pathfinding
  • Attack player
  • Attack dungeon core

One Invasion Scenario

A single handcrafted “wave” that showcases the full gameplay loop.

Stylized Anime Visuals

Clean, expressive visuals. No cutscenes, no cinematics — optimized for indie production.

0%
Locked — campaign not yet open
$25,000 — Vertical Slice Demo

$0 of $25,000 raised so far. This goal funds the full demo above, not the finished game — Foundations comes first.

Get notified when the campaign opens
Roadmap

The Depths

We’re building Dungeon Genesis the way you’d build a dungeon — one level deeper at a time.

Depth I In progress

Foundations

Core dungeon-building tools, trap placement, first monster types, and the invader AI loop that reacts to how you build. Core scripts are written and talking to each other — building out content on top of them now.

  • Core scripts & systems
  • Modular room & corridor editor
  • Trap placement & triggering system
  • First monster types
  • Adaptive invader pathing
Depth II Locked

Expansion

Widening the dungeon — more ways to build, more reasons for heroes to regret coming down here.

  • Second biome: the Sunken Archive
  • 12 new monsters, including 2 bosses
  • Trap combo & chaining system
  • Difficulty scaling across raid attempts
Depth III Locked

The Descent

The full campaign. Every system we’ve built comes together for launch.

  • Full campaign mode
  • Co-op dungeon building
  • Launch on Windows & Mac

Recent Updates

Short, honest notes from the team as we build.

No updates posted yet

We’re heads-down on Depth I right now. The first devlog lands here once there’s something worth showing.

Follow progress on Discord instead

Follow every level as we dig it out.