NOTE: NumPad doesn't seem to be working in the web export, preventing diagonal movement as you can only move with the arrow keys. The game can be played correctly by downloading the Windows build. Or by using the patched version at: https://exigo.itch.io/7drl-2026-webfix

Introduction

Deep within the dungeons beneath the city of Zamoria lies the lair of the evil witch Tuhor. Some say the dungeons are also filled with tremendous treasures. As a young adventurer craving for fame and fortune, you spot an opportunity: infiltrate the dungeons, slay the witch, and return pockets full! Will this be your destiny or your doom?

Description and Features

Dungeons of Zamoria is a traditional roguelike genre RPG game similar to other roguelikes like Moria, NetHack, etc. and, of course, the original Rogue. It was created for the 7DRL (7-Day Roguelike) Challenge 2026 as a week-long project. The game doesn't introduce new mechanics or anything fancy that hasn't been seen before in other games of the genre. The main reason for making it was that I’ve always been fond of traditional roguelikes and have long wanted to create one myself. The 7DRL Challenge presented a perfect opportunity for doing exactly that, and for trying to do it from scratch in a single week, no less! As such, I consider it a success. It is a complete game that can be finished (if you have the nerves for it!), and presents a nice set of features, including:

  • Procedurally generated levels and transitioning between them
  • Dozens of different items that can be found and used
  • A full set of creatures of different level and type
  • Many commands for interacting with items and environment
  • A field of view and memory of discovered places
  • Character progression by gaining experience, levels, and statistics
  • Spawning wandering monsters with loot
  • Permadeath and unique re-runs

There is no meta-progression in the game, unless you consider learning from previous failures and experience as one.

Gameplay Instructions

The player is represented by the green smiley character. It can be moved around by using the NumPad/KeyPad keys, or the arrow keys, although diagonal movement is not possible with the arrow keys. The following key commands are available in the game:

L - Look at the given target position
> - Descend stairs
< - Ascend stairs
O - Open a door
C - Close a door
K - Kick a door or an enemy
G - Pick up an item on the ground
, - Pick up (same as above)
D - Drop an item
E - Equip an item
R - Remove an equipped item
T - Throw an item
F - Fire a weapon
U - Use a a scroll or a potion
SPACE - Wait for a while

Weapons, ammunition, and armor need to be equipped in order to use them. To use a ranged weapon, equip both the weapon (e.g. a staff sling) and any ammunition that it uses (e.g. a steel ball). To use thrown weapons, equip the weapon before throwing it.

There are some useless items in the game. Also note that some potions or scrolls do not yet work (poison, for example).

Saving and loading the game situation in order to continue the progress later is unfortunately not supported at this time.

It takes about an hour to complete the game.

Development

The game was made with Godot Engine. Besides that there were very few other tools used, mainly a spreadsheet for defining all of the data, a text editor for creating the ASCII art, and one online tool for creating the title screen logo. All of the design and programming was done from scratch by me during the challenge week. 0 % AI was used to make this game (including programming and design).

The game is very data-driven. All of the monsters and items along with their properties are specified in spreadsheets.  Names, health, loot drop rates, ammunition types, and all of that. I discovered that it is very easy to create fully-fledged Godot objects from the exported CSV files, so that only minor changes are required in the code when developing them further.

There is no audio in the game, unfortunately.

Credits

Thanks to the Godot development team for creating the great game engine and development environment.

Thanks to Pat (https://patorjk.com/) for making the Text to ASCII Art Generator tool. We need more tools like this!

A special thanks to Arto Hatanpää for creating the magnificient Noveau IBM TrueType font. This is one of the very few monospace fonts out there to properly support the extended ASCII character set and the box-drawing characters that were used in this game. And not only that, the font looks amazing.

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Screenshots

Known Bugs

#1: Diagonal movement is broken in the original web export. This is because, for some reason, the KeyPad keys produce different events on desktop and web builds. Both the latin equivalent keycode and the Unicode key label based events are completely missing on web builds, unlike on desktop builds, and only the physical keycode events are working. This could be due to a Godot Engine bug, web assembly, the browser, or even Itch.io somehow omitting them. [FIXED in postjam patch v0.1.1]

#2: Descending stairs is broken in both the Windows export and the web export. [FIXED in postjam patch v0.1.2]

Updated 1 day ago
Published 8 days ago
StatusReleased
PlatformsHTML5, Windows
Authorexigo
GenreRole Playing
Made withGodot
TagsSeven Day Roguelike Challenge, Roguelike

Download

Download
DungeonsOfZamoria_v0.1.zip 32 MB
Download
DungeonsOfZamoria_v0.1.2_postjam_patch.zip 32 MB

Install instructions

Download and unpack the ZIP-file (all of the files are in a subfolder). The game is portable and doesn't require installation. Simply run the DungeonsOfZamoria.exe executable file.

Comments

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