Pixel Dungeon3

A 3D action take on Pixel Dungeon. It runs in the browser, on a desktop or a phone, with nothing to install.

I built it for fun, to find out how far one person can push a game with AI.

Everything you see was built in a couple of weekends with AI, including the trailer on this page.

  • Claude Opus 5.5Anthropicthe code
  • Meshythe 3D models
  • ElevenLabsthe sound

It reimagines Pixel Dungeon, the open-source roguelike by Watabou.

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Since launch

Anonymous play stats from 13 October 2026, aggregates only. Small numbers, and my own runs are in them. live from the game, refreshed every five minutes

112players
18countries
5.5hours played
33heroes made
33runs started
104floors entered
556monsters killed
976items picked up
17deepest floor
77 sTengu beatenon floor 10 in 77 seconds
4deathsa snake, a trap, a brute, a rat
84bloodiest session84 kills in 40 minutes
callings picked
warrior12
mage7
duelist7
huntress4
rogue3
regions reached
sewers60
caves20
prison14
city10
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Changelog

What changed in each version of the game.

  • The iron flail's swinging rod is its proper size: it came out as tall as your hero, and now hangs from the chain at the handle's length. Its picture in the bag shows the whole flail.
  • The title says what the game is, and the way in stands out: Make your hero, or Continue with a saved run, sits in a framed button at the top of the menu.
  • On a phone held upright, the title shows its picture and what the game is before asking you to turn the phone.
  • The tutorial reaches the rat sooner: after the channel and the potion comes the fight, where you also learn to roll out of a bite. The bag, the unknown potion, hunger and sprinting come after it.
  • On a computer that runs the title slowly, the first run starts on Medium quality instead of starting on High and dropping after a few seconds of play.
  • On a slow connection your hero and the hall come in before the game's sounds start loading.
  • The anonymous play stats now count a visit from the moment the page opens, so a visit that leaves in its first seconds is seen too, and they note the kind of site that linked you here (a search engine, a social site, samuel.town), never the address. Settings, Privacy says so, and turning the stats off still stops everything.
  • Make your hero opens the moment you choose it, even while the title is still loading on a slow connection or a weaker computer. If you press Descend before the loading ends, it waits and shows how far the loading has got.
  • The loading screen stays up until your hero stands in the hall, instead of lifting onto a dark, empty hall for a few seconds.
  • A browser that gives the game no 3D graphics, such as an app's own browser on a phone or an iPhone in Lockdown Mode, now says so plainly, with a button to open the page in Safari or Chrome and one to copy the link. Before, the screen stayed on the loading picture.
  • On a phone, the Dressing note in Make your hero sits above the Face and Full figure buttons instead of over them.
  • Arrows are items now. The hunter starts with a quiver of twenty on the back; every shot from a bow takes one, and the count shows on the bow's slot.
  • A loosed arrow sticks in the foe, the wall or the floor. Walk over it and it goes back in the quiver; about one in four breaks on a hit.
  • Arrows are sold at every shop, found on the floor on a hunter's run, and dropped by archers. With none left the bow will not draw.
  • The quiver shows how many arrows are in it. Any calling that finds a quiver can wear it.
  • A hunter saved before this gets a quiver of twenty when the save loads.
  • A throwing knife or an arrow stuck in a foe is drawn now, and one that drops from a dead foe no longer vanishes.
  • The hunters' tunics no longer carry the old baked quiver: the diagonal flap across the man's back and the strap's dark band are cut away and the back closed, and the woman no longer stands hunched. Her hood sits clear of her head and her braid lies over her back instead of through it.
  • The clerics' robes are whole: the shredded skirt, the arm slits, the flaps and the grey shards are gone on both bodies, the stole runs clean, and the skirt swings closed over plain trousers. The cleric stands upright in Make your hero with his cudgel on his shoulder.
  • Capes stay on the back when the arms go up: the duelist's mantle no longer flies off a raised arm or tears at his side, and the duelist woman's cape no longer rides her arm or flips over her in a roll. The rogue woman's shoulder cape is whole at the front and collar, her seat shows cloth, and she stands straighter.
  • The rogue's torn opening at the throat closes in a shirt of the tunic's own cloth up to the neck.
  • The mage woman's robe is cut open at both sides on purpose, with straight edges and her trousers under it, instead of ragged holes.
  • A closed helm keeps your head inside it: the slit of the plate's visor shows the face and the gap at the throat shows the neck, where both were black before. Only the hair goes away under it.
  • The plate and scale cuirasses leave the neck and the top of the chest drawn inside the gorget, so the collar no longer looks hollow.
  • Feeding the Sandals of nature now asks which seed to give them, one seed goes in from its stack, and the message says how many are fed toward the next level.
  • The dark gap at every man's right hip in idle is closed: the trousers' inner thigh, which the model never had, is lined with the body's own skin in the cloth's colour.
  • The mage's and cleric's robes no longer show skin through the upper arm from behind, the duelist's mantle no longer opens at the back seam, the rogue's shoulder flaps sit closed, and the hunter's boot tops are sealed.
  • The grey shards on the robes, the inside skins of thin cloth coming out through the outside, are gone.
  • The mage woman wears plain trousers under her robe, as the cleric does.
  • The hands of 0.9.5 were a big man's and read enormous; they are now sized to each body, and the wrist fills the sleeve instead of pushing through it.
  • Every glove is remade on the sized hands.
  • Your hero has real hands now. The old ones tore into shards round a hilt; these close on a sword, a staff, a bow or a tome with the fingers wrapped round the grip, on both bodies, in Make your hero and in play.
  • The fingers move with the motion: a hand at rest hangs loose, a fist clenches on a hilt, the string hand pinches the string as the bow draws and lets go as it looses.
  • Every weapon is held as a fighter holds it, the blade swung a little off the knuckles toward the palm, and the bow sits in the bow hand with the string along the forearm.
  • Every found gauntlet is remade as a glove on the new hands, so it bends with the fingers and nothing of the hand shows through it.
  • Every found gauntlet is now a glove made on your own hand: it bends with the fingers, closes round a grip and tucks under a bracer, and no skin shows through its cuff. Each set's plates, straps, rivets and colours are painted on it.
  • Found boots go on the legs. The steel riding boots and the greave, buckled, ornate and skull boots stood in front of the shin; now the shaft wraps the leg and the foot sits inside.
  • A swinging blade or a floor saw knocks you down once and throws you clear of its path. It no longer catches you again as you get up, over and over until you die. Monsters are thrown clear the same way.
  • The hunter's tunic no longer carries the old quiver's track down the back: the saw of pale shards, the strap band and the shadow under it are gone, and a real leather quiver of arrows rides there in play.
  • Every found gauntlet is one smooth glove now, not a hand of shards: the leather, iron, copper, gold, chitin, scale, bone and spiked sets.
  • Weapons sit inside the closed fist on both bodies: the bow's grip, the staff, the rapier, swords and the two-handers, in Make your hero and in play.
  • In Make your hero every calling stands in a calm armed idle of its own after the draw, a man's for the men and a woman's for the women.
  • The mage's and cleric's robes no longer show skin through the upper arm and shoulder from behind, and their trousers reach the ankle under the boots.
  • A mantle worn over a robe or a scarf swings as cloth now instead of hanging stiff.
  • In Make your hero the warrior, rogue, cleric and duelist stand in their own body's calm idle after drawing, hands at ease: the men no longer borrow a woman's stance, and the cleric no longer strikes a pose.
  • Collars, hoods and scarves show the neck and upper chest inside them instead of a black hole, and their edges are smoothed.
  • Pauldrons go over a mail hauberk, a leather jerkin or your calling's clothes. Only a plate or scale chest keeps its own shoulders.
  • The holes, ragged edges and dark gaps in the callings' clothes and the five armour tiers are mended: every man's outfit had a dark cavity under each arm, the hunter's quiver left holes in his tunic, and his scarf tore his chest as it swung.
  • Cloaks and mantles go over any chest piece and stay on when you change it. Their cloth moves.
  • A sword or mace put away at the hip hangs along the leg instead of standing out from it.

Your hero

  • Two new bodies, a man and a woman. Choose one in the character creator, set the build and height, and try on the armour tiers.
  • The six callings fight on new motion capture, with their own walks, dodges, attacks and casts for each weapon family.
  • Hold attack to draw the hunter's bow and let go to loose.
  • Skills grow with use: twenty of them, ten levels each, with perks at levels 2, 5 and 8. Press P or open them from the pause menu.
  • Crouch with C (L3 on a pad) to sneak. Light and noise give you away, and a foe that hasn't seen you takes a backstab.
  • Jump gaps, climb ledges and ladders, and swing on ropes and bars.
  • A first-run tutorial in the entry wing of depth 1 teaches the controls one line at a time.

Armour

  • Armour comes in pieces for eight slots: head, chest, shoulders, bracers, hands, belt, legs and feet. Mix pieces from different sets.
  • 125 pieces in all: the five tiers plus dozens of new helmets, gauntlets, boots, chests and legs.
  • Each calling starts in its own clothes, cut into pieces you can swap out.
  • Robes, cloaks and capes are cloth and swing as you move.
  • Armoured foes drop armour pieces. Rats, snakes and other beasts don't.
  • No farming: monsters that respawn or regrow in a nest drop no pieces, a reload rolls the same drop, and drops thin out once you pass the haul for your depth.
  • Spend 5 dew from the vial to move an upgrade level from one piece to another. You change pieces and move levels while no foe hunts you.

Weapons

  • 241 new weapons, each its own item based on a game weapon, with its own name and icon.
  • Weapons keep their true size: slimmer rapiers, thinner spears, hafts the right way round.
  • Each weapon sits in the closed fist, and spears and glaives point the right way.
  • Weapons rest in holsters on the body, and your hand meets the hilt on the draw.
  • Put your weapon away with B, a held Y on a pad, or the touch button: you run 12% faster and sprinting costs a quarter less stamina. Attack, take a hit or meet a hunting foe and you draw.
  • The ethereal chains, the holy tome and the sandals of nature aim like wands and work from a quick slot.
  • Throws, bows, crossbows and wands aim along a true arc.
  • A shield goes in the off hand beside a one-handed weapon.

Inventory

  • Packs grow the bag: a satchel adds 5 slots, a rucksack 10 and a frame pack 15. You find each once in its band of floors.
  • Each shop stocks one of four bags: the velvet pouch, scroll holder, potion bandolier or magical holster, 19 slots each.
  • The bags and the pack you carry hang on your hero.
  • The bag screen is a paperdoll: your hero turns in the middle with 14 slots round the body, and you see how a picked item compares with what you wear.
  • Item icons come from the game's own 3D models.

World

  • Items laid on pedestals and altars rest on top of them.
  • Traps in puzzle rooms can't be disarmed. Find them by searching, then step round them, set them off with a throw or levitate over.
  • Real-time traps: pop-up spikes, pendulums, flame jets, saws, collapsing floors, boulders, crushers, dart walls and tripwires.
  • More than fifty new kinds of foe across the five regions, in packs with their own roles, ambushes and nests.
  • Grand halls, caverns and chasm rifts on most floors past the first, with secret stashes to find.
  • Seven of Sprouted's floors: the Skeleton King's hall, the Thief King's hall, the Bandit King's hideout, Otiluke's Hall in the Mines, the Field, the Old Battlefield and the Fishing Grotto.
  • Vaulted roofs, pools to wade through, and campfires you build from firewood and cook on. Hunger runs in real time, with a food meter on the HUD.
  • A new name, PIXEL DUNGEON³, a crypt hall on the title and a new look for the menus.
  • Play in Russian: pick it on the title or in Settings.

Fixes

  • Sungrass heals while you stand in it.
  • The bell in the bell and gate room hangs over the pit, where a thrown stone can reach it.
  • Your feet stay on top of raised stone platforms.
  • Trousers keep to their own legs instead of stretching between them.
  • The camera tilts over ledges and under low decks instead of snapping in.
  • Smooth movement on 90 to 144 Hz screens.
  • Phones use less memory. If your phone loses its graphics device, the game saves the run where you stood and Reload takes you back there.
  • Every menu works with a gamepad, from the title to the end screen.
  • The King of Dwarves with his throne ward and waves of summons.
  • Yog-Dzewa with six fists and a sweeping gaze, then the Amulet on depth 26 and the victory screen.
  • Goo, Tengu and DM-300 rebalanced, and ordinary attacks glint 0.3 s before they land.
  • Foes for every region: necromancers, wraiths, DM-100s, guards, thieves, evil eyes, scorpios, mimics, statues, golems, elementals and more.
  • Six classes with 18 armour abilities, all 160 talents and their subclasses; every NPC quest; shops at Shattered's prices.
  • Sprouted's side areas: four Sokoban floors, the Catacombs, the Fortress, the Gold Vault, the Dragon Cave, Tengu's Den, the town of Dolyahaven and ten Mines floors.
  • A lighter look for phones.
  • Floors full of lights no longer crash, ticking damage no longer staggers you, and a soft carried light keeps foes in view.
  • The Sad Ghost's quest with its fetid rat, gnoll trickster and great crab.
  • The Wandmaker, the troll blacksmith, the Imp and the Rat King, and shops at Shattered's prices.
  • Sculpted walls for the prison, the caves, the dwarven city and the demon halls.
  • Necromancers and their raised dead, the golem, four elementals, statues and giant piranhas.
  • Honeypots, cooking meat, blindness that shrinks your sight to arm's length, and the Stone of Augmentation.
  • All 33 melee weapons, each with a carry pose and lunges measured to its reach.
  • No more black frames.
  • Tengu's two-round prison fight, DM-300 with its pylons and burrowing, and the King of Dwarves in his throne hall.
  • Every potion, scroll, wand, ring, artifact and trinket, with exotics, brews and elixirs.
  • Seeds and plants, Sprouted's farming, the alchemy pot, runestones, bombs, food and the dew vial.
  • Thrown weapons, tipped darts, enchantments, glyphs, curses and augments.
  • Weapon arts, shields and crossbow bolts.
  • Mimics, the ripper demon, dwarf warlocks, monks, DM-100, the crazy thief and the bandit.
  • Six classes with their kits, talents, subclasses and garb: the mage's staff, the rogue's cloak, the huntress's spirit bow, the duelist's weapon abilities and the cleric's holy tome.
  • Touch controls, a prompt to turn your phone sideways, and gamepad button prompts.
  • Dwarven ghouls that drag each other back up.
  • Feather fall and levitation carry you over chasms.
  • New trap visuals, safe landings after a fall, and holes down into chasms.
  • A title screen, and a character creator that shows your hero as you build them.
  • Swarms of flies that split on every hit, slimes and caustic slimes.
  • DM-200 and DM-201, the succubus, and the prison guard with his chain harpoon.
  • Sculpted blades and polearms.
  • Thirteen rings, fourteen artifacts and seventeen trinkets.
  • The cave spinner with web volleys, a venom bite and a retreat.
  • Robes, hoods and kits for the six heroes.
  • Save and continue, climb back up the stairs, and use the pause menu, map, journal, settings and hall of fame.
  • Death and victory screens.
  • The skeleton, with a falchion and a burst of bone shrapnel when it dies.
  • Talent trees for the six classes.
  • Greatswords and one-handed weapons swing with their own move sets.
  • Shattered's rooms: standard, special and secret.
  • Hidden doors you search for, locked doors and keys.
  • All 31 traps, each with a warning before it fires.
  • The vampire bat swoops, bites, drinks and darts away.
  • A hit flashes on the rim instead of turning the model white.
  • Gnoll scouts and gnoll exiles.
  • The evil eye and its sweeping death gaze.
  • Potions and scrolls, with exotics, brews and elixirs.
  • Gnoll brutes and armoured brutes: a club slam, a swipe, a shoulder charge and a rage.
  • Gnoll shamans in red, blue and purple, casting curse bolts.
  • Two-handed weapons take both hands.
  • Builds, capes and heads for your hero.
  • The sewer snake dodges, coils and strikes twice.
  • Goo pumps, slams, enrages and heals in the water of its cistern.
  • Unfinished content no longer crashes a floor.
  • A dungeon built fresh each run: rooms and corridors, special rooms, torches and a boss arena.
  • Real-time combat: a three-hit combo, a charged heavy, roll and backstep, guard and parry, lock-on, stamina and poise.
  • Marsupial rats and albino rats.
  • Weapons, armour, potions and scrolls you identify each run, food, gold and the dew vial.
  • Sound effects, and music for each region with combat and boss layers.