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Review of Quest of Dungeons on PlayStation 4

by Tanya Krane Tanya Krane photo Jan 2017
Cover image of Quest of Dungeons on PS4
Gamefings Score: 7.5/10
Platform: PS4 PS4 logo
Released: 17 Jan 2017
Genre: Roguelike
Developer: Upfall Studios
Publisher: Upfall Studios (WW), Flyhigh Works (JP NS)

Introduction

Quest of Dungeons arrives wearing thrift-store nostalgia: 16‑bit pixel charm, a cheeky B‑movie setup about stolen light, and an attitude that loudly announces it knows exactly how ridiculous its premise is. The game is a compact, single‑player roguelike by Portuguese indie dev Upfall Studios, and on PS4 it feels like a little cabinet of hardened arcade habits wheeled into the living room. There are four classes to choose from - Warrior, Wizard, Assassin, and Shaman - and a mansion whose floors are procedurally rearranged like a new breakfast cereal every run. What the game lacks in sprawling narrative it makes up for in mechanical personality, which means if you want story told through numbers, encounters and the wry way the world keeps putting you back at square one, Quest of Dungeons is a little gem. This review takes the slightly mad approach of treating the four classes as characters with actual story arcs. That might sound like graduate-level literary cosplay for a turn‑based, tile‑grid dungeon crawler, but roguelikes tell stories differently: not as long epics with tidy arcs, but as repeating short plays where growth, tragedy and comedy happen in a handful of rooms. With permadeath looming and randomized dungeons, the 'story' of each playthrough is less about exposition and more about decisions, consequences, and how your chosen class handles being utterly unprepared for the next surprise. I'll dig into those emergent arcs, then talk about how the gameplay and visuals support or sabotage them on PS4.

Gameplay

At its core Quest of Dungeons is gloriously straightforward: a top‑down, tile‑based, turn‑based roguelike where each move you make hands the initiative to the mob next door. Movement, attacks, item interactions - all happen on discrete squares and proceed with a briskness that makes the turn‑based formula feel immediate rather than academic. The game is deliberately tight: you enter the mansion, head down floor by floor, gain experience, pick up loot, and either ascend into legendary status or face cold, humiliating permadeath. There's no longcutting the loop - the restart is part of the point - so every jab, spell and misstep reads like a line in your character's short story. Because the narrative scaffolding is thin, the classes become the story. The Warrior is written like a pulp hero: blunt, reliable and always at the front. Mechanically, this class wants to be in melee, soaking hits and dishing out predictable damage. The Warrior's arc, if you squint at it, is a classical acceptance arc: entry‑level hubris says 'I can tank anything', midgame tests humility when crowds and traps multiply, and the final act is either the roar of victory or the quiet lesson of having misjudged a trapdoor. In a roguelike this arc is cyclical - every death is an editorial cut - but it's satisfying because every reset contains the memory of previous hubris and better minmaxing. The narrative weight comes from the scars you leave on your decision making rather than on the pixel hero. The Wizard is the textbook fallen star: powerful, fragile, and delightfully capricious. Wizards in Quest of Dungeons are glass canons who force you to treat every enemy as a chess problem rather than a streetfight. The Wizard's arc plays like a tragedy of hubris: early success with area spells inflates confidence, but run‑ending mistakes (using your last mana on a spell that didn't kill a fleeing enemy) sting harder. Yet because loot and level growth are randomized, the Wizard's comeback arc can be even more dramatic: one lucky staff here, a rare mana potion there, and you're the architect of your own redemption. That rollercoaster is where the game's permadeath policy turns from a threat into dramatic tension. The Assassin reads like a noir antihero. Mechanically tuned to stealth, evasion and critical hits, the Assassin's story is one of craft and patience. Your arcs with the Assassin are built on learning systems: trap detection, timing, positioning. Repeated failure with this class feels more like a mystery unfolding than punishment. Every successful backstab contributes to a slow narrative crescendo - a string of small, clever victories rather than blunt overwhelming force. There's a satisfying detective fiction quality to mastering the Assassin: you spend more time outsmarting the mansion than smashing it, and when it clicks the game's procedural randomness suddenly feels like a consistent opponent you can read. The Shaman is the oddball mystic, oriented toward support, debuffs and elemental cleverness. Its arc is about balance and adaptation. Shamans are the class that rewards flexible play: they encourage you to treat status effects and the environment as tools, not just annoyances. Story‑wise, the Shaman's arc is about becoming attuned to the dungeon's personality: the longer you play it, the more you learn which elemental combos punish mobs and which ones punish you. This class often produces the most narratively interesting runs, because its playstyle makes each moment feel like improvisation - bad improvisation ends in death, good improvisation looks like sorcery. All of these arcs are shaped by two design pillars: procedural generation and permadeath. Randomized floors mean the mansion is less a single long story and more a repertoire of short vignettes. That unpredictability is where Quest of Dungeons tries to generate personality: a trap here becomes a lesson, an unbeatable enemy becomes a scolding, and an absurdly lucky loot drop becomes a heroic twist of fate. Permadeath cinches the emotional stakes; when your warrior finally learns to respect flanking, or your wizard chokes on a bad roll, the consequences feel meaningful because they erase progress and force a retelling. The game has a pleasingly nimble turn cadence that prevents the usual roguelike pacing from becoming lethargic. Both player and monsters act in the same rhythm, but everything happens quickly, which keeps your short arcs moving. There's an economy of systems: inventory, level ups and combat options are all lean, and the game's difficulty curve depends more on the way encounters and loot combine than on an escalating number on a meter. Critics have pointed out limits - a lack of variety in some enemy types and rooms does mean some runs start to feel familiar after a dozen attempts - but the class distinctions keep the emergent stories fresh. On PS4 this is one of the more approachable roguelikes; controller input feels natural and the game's design benefits from having the directness of a console pad rather than the keyboard quirks noted in early PC releases.

Graphics

Visually, Quest of Dungeons behaves like a love letter to the 16‑bit era, and that choice is both deliberate and effective. Artist Oryx brings a crisp, readable tile set to the table: characters and enemies are distinct silhouettes, traps read clearly on the grid, and items pop without the need for a magnifying glass. The pixel work is economical rather than ornate - this isn't about photorealism or cinematic flair - and that matches the game's identity. The mansion's floors have enough variety in tiles and lighting to suggest progression without claiming to be a visual blockbuster. The aesthetic supports the character arcs in a lovely way. The Warrior's armor clanks and reads as immediate protection, the Wizard's staff and robes telegraph fragility and power, the Assassin's sprite is slim and lithe, and the Shaman carries small, recognizable totems. Because the graphics favor clarity, your in‑play decisions are never muddied by unclear sprites or visual noise. On PS4 the upscaling and fullscreen presentation feel clean: the pixel art doesn't need smoothing, and the simple UI is console‑friendly. If you came expecting the visual adrenaline of modern AAA titles, you'll be disappointed; if you came for crisp, readable design that prioritizes gameplay feedback, Quest of Dungeons delivers.

Conclusion

Treating Quest of Dungeons as a drama of archetypes is a little cheeky, but it actually highlights why the game works. The story it tells isn't in long cutscenes or branching dialogue trees; it's in the loop - the rise, the mistake, the death, the reset - and how each class makes that loop feel dramatically different. The Warrior's blunt, circular heroism; the Wizard's operatic highs and lows; the Assassin's methodical detective‑like ascension; and the Shaman's improvisational balance all become repeatable narrative motifs. The game's procedural and permadeath systems turn failure into a narrative device rather than a punishment, so each run reads like a short story about the same protagonist-only you get to choose which protagonist. On PS4, Quest of Dungeons benefits from tight controls and a presentation that respects its pixel soul. The limitations are familiar to roguelike veterans: the variety can feel thin after many runs, and the randomized design sometimes produces runs that end in cheap frustration rather than satisfying defeat. Critics were kinder to the console builds than to some early PC releases, and that tracks: the best way to play this particular dungeon is with a controller in hand and a willingness to lose with style. If you enjoy compact roguelikes with clear mechanical identities, a wink of humor, and characters whose entire life stories can be summarized as a series of tactical decisions, this one's worth your time. It won't replace multi‑hour RPG epics or reinvent the wheel, but it makes a persuasive case for telling character stories through gameplay loops instead of exposition. For a game that's mostly about getting punched, burned, backstabbed or cursed and then trying again, Quest of Dungeons manages to make those punches feel narratively meaningful. That's charm, not magic - although your Wizard might disagree.

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