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Really enjoyed the premise of Dungeon Workers Union — the concept is hilarious & immediately pulled me in.

I was expecting a solo journaling RPG, but realized near the end of reading the PDF that it’s designed for a group of 1 - 4 players with a DM.

 I think it might help to clarify that earlier in the description so players immediately understand the intended play structure.

I also had a small point of confusion around the AP recovery rules:

“Players that could afford to sleep and eat at the inn last night regain AP. If the player can't afford rent or has to sleep in a dungeon, they only regain 2 AP. The options below can only be purchased at the inn.”

How much AP is regained from sleeping at the inn — does it return the player to a default/maximum (starting level of 5 AP), or do you have to pay for a night at the inn instead of going home? 

I really liked the apprenticeship/trap assignment system — letting players map trap types to apprenticeship roles is fun. That said, a few cases felt ambiguous to me -- for example: 

  • Would a magic mirror trap fall under a construction worker’s skill set?
  • For magnet-based traps, would those default to a trap repair technician, or is there a more specific intended role?

Could be fun to have a little symbol for each apprenticeship and list them out next to the trap types they are skilled in.

Overall, I think the game has a very strong and funny core concept, and with a bit more clarity in a few systems, it could be even smoother to run at the table.

I wrote a short story from my play experience and posted it publicly on my patreon. Thanks for creating a fun game!