The 3D resolution setting refers to a window 1080 device pixels high; smaller windows use a proportionally smaller divisor (1/1 stays full resolution). Settings show the divisor in effect. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DungeonCraft
An original dungeon building & defence game that runs in the browser (Rust + macroquad, compiled to WebAssembly).
Dig out your underground realm, claim the portal to attract creatures, keep them fed, rested and paid, fend off endless hero waves that adapt to your army – and finally destroy the Hero Gate.
- 3D isometric view with a freely rotatable and tiltable camera
- Procedural pixel art, irregular cave walls, flickering torch light
- CP437 text-mode style interface with the DINOBYTE bitmap font
- Map sizes from 64×64 to 256×256 tiles (one portal per 64×64 tiles, guarded treasure caves on bigger maps)
- English and German (language files in
lang/, easy to extend)
See DESIGN.md for all design decisions and CREDITS.md for third-party assets.
Running
The easiest way is Docker; the image builds the WASM file and serves it with nginx. A second container runs the savegame service (see below):
docker compose up -d --build
# open http://localhost:18093
Install as an app (PWA)
DungeonCraft is a progressive web app: browsers offer to install it (Chrome/Edge: install icon in the address bar or "Install app" in the menu; Android: "Add to home screen"; iOS Safari: Share → "Add to Home Screen"). The installed game starts in full screen and also works offline (the savegame list on the server then falls back to savegame files).
Browsers only allow the installation over HTTPS (or on localhost), so a public installation needs a reverse proxy with a certificate in front of port 18093.
Building without Docker
Requirements: Rust with the wasm32-unknown-unknown target.
rustup target add wasm32-unknown-unknown
cargo build --release --target wasm32-unknown-unknown
cp target/wasm32-unknown-unknown/release/dungeoncraft.wasm www/
cp ~/.cargo/registry/src/*/macroquad-*/js/mq_js_bundle.js www/
python3 -m http.server 8080 -d www # open http://localhost:8080
Testing the game logic
The tests run natively: a headless simulation of whole games, a savegame round trip, rendering of all music modules and the audio engine:
cargo test --release
Music
The soundtrack consists of FastTracker 2 modules in assets/music/, generated by tools/compose_music.py (python3 tools/compose_music.py). They can be opened and edited in MilkyTracker. The game plays them with its own XM/MOD replayer (src/xm.rs); sound effects are synthesised chip sounds (src/sfx.rs). Both are mixed in src/audio.rs and streamed to the browser by www/dc_plugin.js.
Controls
| Input | Action |
|---|---|
| Esc | Pause menu (save, load, settings) |
| Left click / drag | Use the active tool (dig and rooms: drag a rectangle) |
| Right click | Drop a unit from your hand (prisoners anywhere on your ground; onto a free torture place = locked up) |
| Shift + left click (hand) | Backhand own units (15 s faster, costs a little HP and mood) / punch heroes on your ground (15 damage, 1 s stun) |
| Right drag, WASD, arrows, screen edge | Move the camera |
| Middle drag, Q/E, R/F | Rotate / tilt the camera |
| Mouse wheel | Zoom |
| 1–9, 0, X, V, K, J, B, C, T | Select a tool or spell |
| P / Space | Pause |
| M, +/- | Sound on/off, volume |
| G | Tile outlines on/off |
| H | Help |
All keys except Esc and the arrow keys can be changed in Settings → Keys.
The toolbar groups the tools into categories (Dig, Hand, Rooms, Towers, Spells, Orders) plus a menu button; categories with several tools open a row above the toolbar. The keys select tools directly.
Touch (phones and tablets)
The touch interface switches on automatically on touch devices or after the first touch (Settings → Game → Touch interface: Auto / On / Off). It uses a larger interface and these gestures:
| Gesture | Action |
|---|---|
| Tap | Use the tool (hand: pick up a unit; spells, flag, towers: at that spot) |
| Drag | Dig, rooms and sell: mark a rectangle; other tools: move the map |
| Two fingers | Move the map, pinch to zoom, twist to rotate the camera |
| Long press | Information about the spot; hand: drop the units there |
| Double tap (hand) | Backhand own units / punch heroes on your ground |
The savegame name is entered with the browser's text dialog when the name field is tapped.
Savegames
When the game is served together with the savegame service (server/, started by docker compose), Save Game and Load Game open a list of savegames stored on the server: save under a new name (type it into the name field), overwrite, load or delete (overwrite and delete ask for a second click). The list is shared by everybody who can reach the game - protect a public installation, for example with a password on the reverse proxy.
If the service cannot be reached (for example when www/ is opened as local files or served by a plain web server), the game falls back to savegame files: Save Game downloads a .dcsave file (JSON), Load Game opens the file picker; dropping the file onto the game window works too. Savegame files are also available from the server list (Download as file / Load from file).
The game also autosaves into the browser every two minutes and when the tab is closed; Continue on the title screen resumes from there.
Savegame service
A small Rust service (axum) in server/ stores savegames as files in the Docker volume savegames. nginx forwards /api/ to it; the service itself is not published.
| Request | Meaning |
|---|---|
GET /api/health |
ok when the service runs |
GET /api/saves |
list (id, name, date, map size, wave, play time), newest first |
POST /api/saves?name=... |
store a new savegame (body: savegame JSON) |
PUT /api/saves/{id}?name=... |
overwrite a savegame |
GET /api/saves/{id} |
savegame JSON |
DELETE /api/saves/{id} |
delete a savegame |
Limits: 1 MB per savegame, 500 MB in total, 30 write requests per minute. Settings: SAVE_DIR (default /data), LISTEN (default 0.0.0.0:8080).
Adding a language
- Copy
lang/en.langtolang/<code>.langand translate the texts (placeholders{0},{1}stay as they are). - Add the file to
SOURCESinsrc/i18n.rs. - Note: the DINOBYTE font only covers the CP437 character set.
License
DungeonCraft is released under the MIT License – this covers the code, the generated music in assets/music/ and the procedural graphics.
The DINOBYTE font (assets/dbyte_1x.png) by mby is licensed separately under CC BY 4.0, see CREDITS.md.