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Thanks for the kind words!

(Edited 1 time)

Update 22.06.2017:

We updated the demo to the next version. We have reworked and improved the dungeon generation system. We also added all locomotion types to the game. You can access the menu by clicking the menu button above the trackpad. You can choose then the desired locomotion type with the trigger button. We also fixed the controls for the oculus rift. If you need to swap hands with the oculus you have to open the menu and click the swap hands button. 

Here are the changes:

 *Added menu with locomotion selection (3 types) and switching hands
 *Improved oculus controls
 *All equipment now uses overheat
 *Added 1 item drop
 *Added heart container to secret rooms
 *Changed how currency drops
 *Added floating numbers for currency and dealt damage
 *Redesigned and improved waypoints
 *Reworked level generation

Free demo:




As always any feedback is welcome. If someone wants to share it on youtube, social media etc. feel free to do it, but mention that the game is in development!

Have fun!

Hi, sorry for the late answer. I was busy the last days. Thank you very much for the feedback. It was very helpful, its really nice to see that you had so much fun in this early version. An update is almost ready again and will come in the next week. All the features which are planed for the full release are listed in the itch.io topic or on the website. There will be much more content. The game also will be much more roguelike than dungeon crawler. 

We will have a more complex combat system in future (but that is polishing, for now we need to ensure that the core system works), for example shields will have all a certain defense skill/spell. We want to add a companion, which means you will be able to find small creatures which will passively assist you in combat and follow you everywhere. There will be more enemies, some which will use skills/spells. And you will be able to carry a certain use-item which will have an active skill/spell with a certain cooldown.

We do not want to implement a traditional class system, this game will go more into the direction of binding of isaac. In future you will be able to influence your playstyle by the decisions you make and the items you find.

In your old comment you mentioned some spells, they are all possible in our game, but they will be bound to an item or weapon, which means you will be able to have max. 3 active spells of a kind. For examle if you feel like playing tanky you could use 2 x shields and a defensive active item, where each has an active defense skill/spell.

Under the controls image is a description with all features which are planed for the full release.

We have uploaded a new gameplay trailer!

Also we know there is an issue where you can push yourself out of the level. This usually happens if you come close to a corner and your hand is outside the wall. We will fix this in the next update!

We are currently finishing the interface system, you will be able to open a menu, where you can choose between different locomotion types.

Update 02.05.2017:

We updated the demo to the next version. It seems that the core system works as intended. In this update we want to test the melee mechanics and the shield. You will be able to use the shield to block melee and ranged attacks. Enemies drop now currency and hearts, so you can regenerate some life.

The teleporter controls are too far away for melee weapons, we are aware of that. The whole design for the teleporter will change in future anyway.

Here are the changes:


*Added Shield

*Added Melee weapon

*You can now pick 2 out of 3 weapons at the start

*Haptic feedback for various things

*Added some sound effects

*Added small spread to the projectiles, so dodging is a bit more difficult now

*Enemies now drop currency

*Enemies now drop health (1/2 Heart, Full Heart)

*Waypoints currently broken (you cant use them with melee weapons)

Free demo:


Website (will be updated in near future and be the center of the game):


Have fun!

Thanks again, we will update this post with the next update and add the version number. There will be different types of locomotion. I think trackpad locomotion is what you want. This will be added in future.

Thank you very much for the feedback! Teleporting with oculus rift controlers is not perfect yet, but we are working on it (the angle is weird sometimes).

The side step thing is simple room scale, you can evade the projectiles by physicaly moving to the left or right. (Hint: moving your body will not help, your body is not in the virtual world. :) Its enough to swing your head to the left or right for evasion).

We will make a huge update next week, but do not forget its a very early stage of the game. This was just the core system. For now it seems that it works fine, we will be able to add content very fast.

Thank you for the first feedback!

Ofc. you can stream our game and mention this project, but also say that this is a pre-alpha version! We just uploaded the first demo and there is not so much to do right now. It is just the core system. The main purpose of the first demo was to test the core system and the voxel art style and to get some feedback. We are using unity for development. Have fun!

The angle of the teleportation beam is a little bit weird, but still playable. We are working on the issue! We will update the demo at the start of the next week.

Making some progress, today we are testing the shield and melee mechanics. Also the projectiles of the ranged skeletons have a small spread, so dodging is more difficult.

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We are working right now on this project, which is a VR game for the HTC Vive and Oculus Rift. The game will use room scale features such as dodging projectiles, etc. but can also be played completely without moving physically. The artstyle will be 100% voxel art.

The version here on Itch.io will be updated to a certain point (all updates will be posted here), so we can gather information and feedback on the game. So let us know what you think about this project!

Right now the core system for dungeon generation is implemented and can be tested by downloading our free demo:


If everything works as intended we can start adding more content, all planned features can also be found on our itch.io page:


Here is a first gameplay footage:

(Edited 1 time)

At the moment we are building the game for oculus touch and vive controllers because room scale can be used to play the game (for example dodging projectiles). Adding support for classical controller is definitly an option aswell, we will keep it in mind, thanks!

(Edited 1 time)

Dungeons & Treasure is a roguelike dungeon crawler created with voxel art for Virtual Reality (VR).

The game will be released for HTC Vive and Oculus Rift.

The version here on Itch.io will be updated to a certain point, so we can gather information and feedback on the game. So let us know what you think about this project. Have fun!

Itch.io project and demo: