About this project
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- DUNGEON MASTER and Wii U
- A BOX FOR YOUR FAVORITES
- INFINITE ENEMIES...
- UPGRADED REWARDS
- HAUNTED HOUSE - TILE SET
* Backers $15 and up can choose to receive both Steam and Wii U keys as they become available. For multiple keys, please support us at higher levels! ($28 for 2 keys / $69 for 6 keys -- that's a full party of friends plus a dungeon master!)
Watch in full HD!
Popup Dungeon is a roguelike dungeon crawler for PC, Mac, and Linux that lets players create any weapon, any ability, and any character they can imagine. It’s a papercraft version of an enchanted board game with tactical, turn-based RPG gameplay in the vein of Final Fantasy Tactics.
Popup Dungeon is as vast as your imagination. You can jump right in with pre-made characters, weapons, and abilities, or create it all from scratch.
- Roguelike: permanent death, quick gains, procedural dungeons, and a mixture of handcrafted and procedurally generated loot
- Tactical Turn-Based RPG: fast-paced, strategic game play
- Infinitely Extensible: Users can easily create: weapons, abilities, characters, and enemies.
- Papercraft: We hand-fold every pixel to ensure every dungeon is fresh and lively for you!
- Multiplayer: Hot Seat or Online Coop (Versus mode is a Stretch Goal)
- Flexible Party Size: Dungeon Crawl alone or with a party
- Variable Challenges: Choose the dungeon crawl that's right for your schedule, from single-seaters to infinite descents.
- Persistent Gains: Charms awarded by The Wizard after a run are permanent and give every character under your control a bonus. They are quite magical. Collect and combine them to achieve curious effects.
- Experienced Team: Made by Triple.B.Titles, an independent studio that has previously taken a game from Kickstarter to Steam.
MORE THAN JUST DUNGEONS
Popup Dungeon will include many other tile sets in addition to the basic dungeon. Backers at the Juror level and higher will be able to vote on which we'll make.
Here's a video of our Haunted House tile set still in its early stages:
DUNGEON MASTER SYSTEM ADDED
By popular demand, we've shifted development priorities around to include the Dungeon Master system. Read more about it here!
Creation is a key part of Popup Dungeon. Users can create and customize every aspect of their heroes from their look and theme music down to their weapons and abilities. Build your heroes using our extensive library of assets or import your own and make something truly unique.
Your weapon is your source of power! But there's no auto-attack in Popup Dungeon. Instead, think of your weapon as a focus or power-source for all of your abilities. Melee weapons can boost a short-range slash attack as well as a heal, while longbows and sniper rifles may favor long-range abilities: it's all about the range modifier, which you yourself can customize!
As with armor and other pieces of gear, players can earn weapons by defeating enemies, opening treasure chests, destroying props, or purchasing them from the Vendi-Machine.
They can also create original weapons that will be added to the list of possibilities they may encounter throughout their journey. Here’s how:
- Import an image (use transparency or a color key background)
- A weapon's potency is automatically assigned by level
- Choose a range modifier:
- Choose from a list of available damage types; your weapon will add extra potency to abilities using this damage type
- Select a bonus (extra potency, additional damage types, extra range modifiers, and effects such as chance to stun, critical, or even add custom flags to targets like "Fishy"). These flags can enhance or modify the effects of skills.
One of the most fun aspects of game design is dreaming up cool new abilities, but mathematically balancing them and implementing their AI can be difficult and tedious. Popup Dungeon takes care of all of the boring stuff, unleashing your imagination as a creator!
Here’s how you can create your own ability in just minutes (these steps can be performed in almost any order):
- Customize look and name
- Choose from hundreds of effects
- Add Experience Points
- Determine Activation Cost
- Set Range and Area of Effect
- Optionally: Add Negative and Conditions to enhance the ability's potency of positive effects
For more detailed information and to learn how to create your own ability in about five minutes, watch this video:
Ever wonder how a space marine would deal with goblins and dragons? Would the charms of a Pony Princess work on a cyborg pirate? How would Sherlock Holmes fare in a good old-fashioned dungeon crawl? Now you can find out.
Creating your own custom character is a cinch. Then you can easily share and compare your renditions with friends and fellow fans.
Create Your Own Custom Skin
- Download and fill out our simple texture template
- Create your favorite comic book heroes, movie villains, best friends, pets, whoever or whatever you can imagine!
Super-Simple 3 Stat System
- Endurance = Health and Armor Class
- Power = Potency for all Abilities
- Speed = Action Points per turn
- Choose up to 5 Weapon Types. Prevents you from getting weapons you don't need!
- Select up to 5 abilities. (Choose from pre-made abilities or create your own.)
- Import your own theme music
- Create your own tombstone
Custom enemies and entities can be used in summoning abilities. Create anything you can imagine: your pet cat, your favorite car, an angry piece of fruit, a segment of a wall made of rainbows and lollipops, a fire hydrant, whatever – stationary or ambulant!
If we reach our “Dungeon Master” stretch goal, you’ll be able to include enemies you create in custom campaigns. In Dungeon Master mode, one player acts as the Dungeon Master, manipulating the environment, using special DM abilities to alter the course of an adventure, and controlling the legions of enemies pitted against other players or a party controlled by the AI.
Now that you've created your weapon, ability, character, or enemy, you can share and compare it with your friends and other players. Using the Steam Workshop, browsing user-generated content will be fast and friendly, putting a nearly inexhaustible source of new characters, items, and challenges right at your fingertips (and making sure your creations are seen too!)
The game play is something like Final Fantasy Tactics or X-Com meets a Dungeons and Dragons board game. It's turn-based and the movement is handled on a simple grid. While Popup Dungeon will not be "twitch-based" or require lightning reflexes, we hope to make the action as lively as possible, with fast-paced, decisive combat.
Each run will play differently. The gear you receive and the type of enemies you encounter can present radically different challenges. And with the option to automatically download user-generated enemies and bosses, you never know what lurks in the shadow!
Popup Dungeon will feature all manners of game mechanics you can expect from games like these, and maybe even some you don't expect! The extensive customization and user-creation system will allow players to put nearly any strategy they can imagine into effect (within reason!)
Popup Dungeon is flexible. You can go on a lone quest with a single character or control an entire party. We will be play testing and accepting feedback to determine the maximum party size. Our goal is to strike a balance between turn-duration and clutter in relation to flexibility and allowing you to play with larger groups of friends.
The dungeon will scale in size, increase in enemy population, and adjust in difficulty according to how many party members you use.
Each party member can be controlled by a different player via Hot Seat or Online multiplayer. You can play the entire game coop if you'd like or control the entire party yourself.
The gear you'll find crawling the depths of our dungeons features a blend of handcrafted and procedural elements. For instance, a weapon's primary statistics and effects are determined by its creator, the potency is determined by its level, whether or not it includes its bonus is determined by its quality, and it also has a chance to include an extra, procedurally selected enhancement.
The inventory is simple too! Replace, drop, or turn items into gold on the spot. There's no digging through bags, going to town, or playing Tetris with odd shapes in an inventory screen.
Win or lose, The Wizard grants you a parting gift: your choice of three prize capsules, each containing a magical Charm. If you don't like the first one you pick, you can always choose again, but the empty capsule remains and the three are shuffled. Choose an empty capsule, and your prize is an abject lesson in the woes of gambling.
The deeper you've delved into the dungeon, the more powerful the charms will be, and more powerful charms enable you to go further than you ever have. How deeply will you bury yourself?
And hardcore roguelike players may like to know that the game will feature "uncharming" achievements, which can be won only by facing the dungeon without the aid of any Charms.
You don't HAVE to make everything. In fact, you don't even have to find everything. You can always buy your way to greatness. After all, it's The Wizard's gold, and he wants it back.
Encounter various "vending" machines scattered about the dungeon depths, allowing you to purchase equipment, upgrade items, reclaim your experience points, and more using in-game gold you collect from your adventures.
Portals of Fate are optional, high-risk, high-reward, passages that can make or break a run. You never know what lies beyond the portal. It could be a horde of treasure, a vending machine room, an extra-tough boss battle, a whole other dungeon level, or a room of wall-to-wall minotaurs!
Our hope is that Portals of Fate will help keep every run fresh and unique by providing game-changing gear and challenges.
Long ago or yet to be, a Wizard from another world stabbed his tower into the side of the Earth like an immense dagger. It pierced into stone and time, deeper than anyone can ever dig. The only way in is through portals scattered around the world. These portals are disguised as enchanted board games, and they come with an invitation:
“Come, morsels. Your bodies do not interest me; it is human imagination which I invite into my domain. Only the greatest of you will reach the high spire of my lair, now buried deep in the roiling rock. And I will be waiting, fork in hand, to devour the banquet of your creativity with a side of wits.”
Visually, Popup Dungeon is an enchanted board game, sort of like a cross between Jumanji and a Dungeons and Dragons board game. The dungeon unfolds, sometimes literally, in front of your character as you explore. It is presented in a papercraft style, but our goal is to make it as lively as possible, with rich animations and particle effects.
The papercraft style makes user-created content much simpler. You only need to create a 2D rendering of a weapon, for instance, and the game will take care of the rest. It’s also worth noting that these 2D images are not treated as flat “sprites,” but rather as cut-out pieces of paper with thickness.
The soundtrack we’re aiming for is rich and orchestrated, featuring epic heroic themes, atmospheric tracks, and jaunty medieval tunes. It will be conducted and realized by the very talented Gabriel Lefkowitz.
Characters with Character
Popup Dungeon will contain a wealth of colorful characters with loads of abilities and customization, so if you don't want to take the time to create your character from scratch, you'll be able to get going with one of these.
You'll be able to organize your collection of characters into their own neat little boxes that you create, like Favorites, Cameos, New Downloads, Classic Games, Comics, etc.
We hope to have all the fantasy staples, but we'd like to include plenty of unexpected characters as well. Backers ($29 and up) can vote on which optional characters we create.
Our Kickstarter trailer only shows the dungeon tile set, but the final version of the game will include many more tile sets, depending on this Kickstarter project's success. Here are some potential inclusions that backers ($29 and up) will be able to vote on:
- Post-Apocalyptic Cave
- Wizard's Sanctuary
- Bleak 80s Future
- Office Building
- and many more...
Triple.B.Titles is a family operated studio based in Dallas, Texas with over a dozen years of combined indie-development experience. Our previous Kickstarter campaign was successfully funded in 2012, allowing us to complete Ring Runner: Flight of the Sages, delivering all promised content and then some!
If this Kickstarter is successful, we predict it will take us about 2 years to reach a “released” state. We hope, however, to have beta and early access long before then, as gathering information and feedback on balancing is key to Popup Dungeon’s success. Fans of Ring Runner will attest to the fact that we really and truly listen to our players’ feedback, at times implementing ideas and changes mere days after they were proposed. Obviously, we can’t include everything, but that won’t stop us from trying!
We estimate Popup Dungeon will take us about 2 years to complete. After software expenses ($10,000-$12,000), the cost of generating the soundtrack (amount not disclosed to protect our composer’s privacy), taxes and Kickstarter's take, and of course, all our debts and ongoing payments this is the minimum that we can realistically live on for that time without having to take on extra jobs. That and because we're suckers for round numbers!
But in all seriousness, it's very important to us to have Popup Dungeon finished in a timely fashion. For two main reasons, one financial, the other personal.
It took us about 5 years to develop Ring Runner because we were going to college during this time, working other jobs (some part-time, others full-time), and learning the trade. If we would've completed Ring Runner in the two years we initially set, we might've not needed to return to Kickstarter again to ask for your help, but divided schedules and long development cycles can really hurt games and a small studio's ability to legitimately make them.
It's almost impossible for us to guess what the state of the gaming industry will be like in 5 years. For instance, XNA seemed like a good choice for Ring Runner's development when we started, but it was discontinued before we were even finished with the game.
My wife, Courtney, and I (Enrique) live in a house just outside of Dallas, Texas with my brother, Paul. Prior to Ring Runner's release, I was working and studying at the University of Texas at Dallas along with my brother.To this day, my wife has been working a full-time job to supplement our income from Ring Runner's release last year. She comes home at night after 9 p.m. every day.
Since I met Courtney during the course of Ring Runner's development, it's been her dream to be able to dive heart-and-soul into making games with us. She's the artist responsible for all the lovely characters and enemies you see -- and frankly, we need her!
My dream is to make her dream a reality -- to let her work 10-12 hours, 7 days a week like we do, but on something that makes her proud, happy, and takes full advantage of her talents. And hopefully, we'll be able to afford a home of our own after Popup Dungeon's release, so we can raise a family.
Inspirations and Special Thanks
- Final Fantasy Tactics - A True Classic
- XCom - Whose creator, Julian Gollop, has a Kickstarter running now!
- Mini Dungeon Adventures - To Jim Bowen, David Carico, Brad McElwee, John Cliett & Jared Lohr. Check out their awesome papercraft board game.
- Hero Quest - A childhood favorite
- To the wonderful artists of Papercraftdungeon.com, a must for any tabletop fan.
- Dungeons and Dragons: Castle Ravenloft and other board games.
- Magic the Gathering and Hearthstone
- Jumanji - In the Jungle you must wait...
- Mitch Martinez - for letting indies like us use his awesome stock footage
- And of course, to all the great roguelikes and dungeon crawlers out there!
Risks and challenges
Our first title, Ring Runner: Flight of the Sages, was made entirely from scratch using only XNA. Creating every aspect of a game, from sound effects and models to every shader and bit of net code has prepared us to take on many challenges.
Working with Unity for this project makes things much faster and simpler, but Popup Dungeon presents a whole new set of obstacles for us to overcome.
We believe the most challenging aspect of development will be ensuring that all possible permutations of abilities, weapons, and characters are somewhat balanced. But with your support and feedback, we're confident we can achieve our goals!Learn about accountability on Kickstarter
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