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FEATURED GAME

DeathMaze - Dungeon Crawler

A brutal top-down action roguelite shooter where every expedition is a calculated risk. Prepare in the HUB, open a runestone sequence, enter a hostile demonic dimension and fight your way back with loot before greed, darkness or the Demon claims your gear.

WHAT IS DEATHMAZE?

You build the run. You enter the sequence. You survive the price.

DeathMaze is built around dangerous dungeon expeditions. In the HUB, you choose a runestone, study its dungeon sequence, prepare weapons, ammo, tools and supplies, then decide how much risk to add with Demonic Cards.

Inside the dungeon sequence, you fight monsters, collect loot, hunt secrets, manage limited resources and try to reach the exit portal. If you die or fail to escape a collapsing sequence, the gear you brought can be lost.

EXPEDITION LOOP

  1. PREPARE IN THE HUB Pick weapons, ammo, food, tools, traps and the gear you are willing to risk.
  2. READ THE RUNESTONE Study dungeon size, threat, weather, hostile cards and remaining energy.
  3. MODIFY THE SEQUENCE Use Demonic Cards to increase rewards, danger and energy burn.
  4. FIGHT, LOOT, EXTRACT Push deeper, secure loot, burn skull seals and escape before the run collapses.
Top-down Roguelite Brutal Combat Run Planning Demonic Cards Skull Seals

DUNGEON RUNS

Every descent is a risk you prepared yourself.

The dungeons are not neutral levels. They are hostile, unstable spaces inside a demonic dimension. Noise, destruction, greed and powerful cards can draw the Demon’s attention and turn exploration into a fight for survival.

  • Runestones open sequences of 3 to 7 procedural dungeons
  • Energy burns during a run and collapses the sequence when it runs out
  • Demonic Cards change loot, monsters, traps, weather, darkness and danger
  • Enemy cards can punish the player or become an opportunity when planned around
  • Better weapon choice and brutal kills create better skulls and stronger rewards
  • Death can mean losing the gear you decided to bring into the run

CORE SYSTEMS

Simple to understand. Hard to master.

01

AGGRESSIVE COMBAT

Fast gunplay and melee pressure reward movement, weapon switching, positioning and knowing what works against each monster.

02

PLAYER-BUILT RISK

More cards can mean better loot, rare skulls and stronger rewards, but also higher danger, more instability and faster energy burn.

03

RUNESTONE ENERGY

A runestone is not just a key. It is the fuel of the sequence. If its energy runs out, the dungeon starts collapsing and escape becomes urgent.

04

SKULL SEALS

Brutal and efficient kills create better skulls. Skull patterns can be burned during combat for power and later used to craft Demonic Cards.

05

THE DEMON’S WRATH

Noise, explosions, destruction and greed can anger the Demon. When it roars, the dungeon changes tempo and a horde becomes a survival event.

06

DEMONIC CARDS

Cards are cursed tools for shaping a run. They should be readable: what they give, what they worsen and how they change the dungeon.

SCREENSHOTS

Dark procedural atmosphere.

COMBAT

Weapons have identity.

Shotguns tear through close targets, blunt weapons crush bones, blades cut flesh, explosives break armor and quiet weapons help control noise. The right weapon against the right enemy should feel obvious in motion.

SURVIVAL PRESSURE

Limited supplies, real consequences.

DeathMaze uses light survival and inventory pressure: ammo, food, water, bandages, tools, traps and backpack space matter, but crafting stays fast, practical and readable.

COMING SOON ON PC

Wishlist DeathMaze - Dungeon Crawler

Follow the project on Steam and join the Plasmane community for development updates, screenshots and future gameplay footage.