Dungeon Crawl is an interesting RogueLike game. The levels are large, the game draws the map centered on the @ sign, the rooms contain interesting features such as pillars, and that is before the player discovers any dungeon branches! Melee combat tends to involve circling around pillars, running in cycles, fleeing from monsters, and using corridors to push dangerous monsters behind easy ones.

Trying unknown items is a rather important part of Dungeon Crawl. ToME players purchase Scrolls of Identify and have access to pseudo-identification, while NetHack players employ identification strategies like pet-testing and price identification. Dungeon Crawl players typically have to read one of their most numerous scrolls or quaff one of their most numerous potions, hoping that nothing bad happens.

One might gain a better idea of this game by reading "Before Learning to Walk, One Must First Crawl", from John Harris' @ Play column on GameSetWatch.

The game started as Linley's Dungeon Crawl, but Linley Henzell's appointed development team stalled. The Crawl community has shifted development to a new set of developers, working on a variant called Dungeon Crawl Stone Soup. Almost everyone now plays Stone Soup, at least to take advantage of bug fixes.

It is certain that NetHack inspired Dungeon Crawl. Though the Crawl General Public License is mostly a renamed NetHack General Public License, Crawl does not use code from NetHack. Lately, the Stone Soup developers have been adding more features that feel like NetHack. Stone Soup even has bones levels now! Stone Soup also reads information about dungeon branches from its data files, in a model somewhat inspired by NetHack.

See also


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