For coverage, preview requests, or general curiosity. Contact: mira [at] dungeondispatch.dev
| Game Title | CryptsOfEtherwyn |
| Developer | Mira Voss (solo) |
| Genre | Roguelite dungeon crawler, turn-based combat |
| Engine | Godot 4.3 |
| Platforms | Windows, Linux, macOS |
| Price | TBD (~$12-15 USD) |
| Release Window | Late 2026 (no formal announcement) |
| Languages | English (others TBD) |
| Website | dungeondispatch.dev |
CryptsOfEtherwyn is a turn-based roguelite dungeon crawler set in a crumbling underground kingdom. Descend through procedurally generated crypts, master an energy-based combat system, and piece together the mystery of what killed everything that used to live here. Permadeath, meaningful meta-progression, and dungeons that never look the same twice.
Etherwyn was once the deepest inhabited city in the known world — a sprawling network of crypts, archives, and sanctuaries carved into bedrock. Now it's empty. You're a surface scavenger who stumbled into the wrong entrance, and now you're three floors deep with a torch that won't last forever.
CryptsOfEtherwyn is a turn-based roguelite built around three core pillars:
Combat that rewards positioning. An Energy Point system means every turn is a resource puzzle. Move, attack, use items, defend — but you can't do everything. Enemies telegraph their intentions clearly; playing well means reading the board and responding, not just swinging at whatever's closest.
Dungeons that feel designed even when they're not. Procedural BSP generation creates structurally coherent floor layouts — rooms, corridors, secret passages — then a hand-crafted encounter system places enemies and treasures in ways that create drama. Every floor is new; every floor feels intentional.
A world with history. Etherwyn didn't die quietly. Environmental storytelling, found notes, and enemy design all feed a mystery the player can choose to ignore or obsessively piece together. You don't have to care about the lore. But it's there if you do.
The game is still in development — no final screenshots yet. When we're closer to release or a demo, a full press asset pack (screenshots, logos, key art, GIFs) will be available here.
For early coverage or specific asset requests, reach out directly.
Press inquiries, preview keys (when available), or general hello:
mira [at] dungeondispatch.dev
Response time: usually within 48 hours, often faster. I don't have a PR team — it's just me — so you'll get a real answer instead of a templated one.