
Game intel
Dungeons of Dusk
Dungeons of DUSK is a classic turn based dungeon crawling RPG that takes place canonically between the episodes of the cult classic FPS. Are you... WORTHY?
This caught my attention because Dusk is one of those rare modern boomer shooters that actually feels like it learned the right lessons from Doom and Quake – fast movement, filthy corridors, and weapons that reward panic and precision. Turning that DNA into a turn-based, grid-based dungeon crawler is a bold pivot. For players, it changes the core experience: momentum and twitch reflexes give way to planning, resource juggling, and risk management. That shift could either be a genius re-skinning that deepens the lore between episodes, or a weird detour that leaves shooter fans cold.
Don’t be fooled by the aesthetic. Screenshots lean hard into the retro look that made Dusk a cult hit, but gameplay is grid-based and turn-driven. Movement becomes tiles and 90-degree turns instead of fluid strafing; attacks consume technique points and actions are gated by a morale meter. That design suggests a tighter, almost board-game-like rhythm where every choice matters – but also raises obvious questions: how well will the game translate the breakneck tension of a boomer shooter into a tactical cadence? Will enemy patterns and level design keep the same nasty surprises, or will it devolve into predictable chess puzzles?
New Blood publishing this is unsurprising — the studio built its brand on retro-leaning shooters and weird experimental projects. But Szymanski isn’t the lead here: 68k Studios, known for grid-based RPGs, is developing. That’s important. It means the tactical systems probably won’t be tacked on; they’ll be central and (hopefully) well-executed. Fans should temper expectations for a Dusk sequel and instead view this as a parallel project that explores the franchise’s lore and combat through a different lens.

Pumped: the variety. A 30-level campaign plus survival with permadeath, arena and boss-rush modes promise both a curated story and high-replayability. The skill tree and systems like morale and technique hint at build diversity and tactical trade-offs — exactly the kind of toys that make dungeon-crawlers addictive.
Skeptical: “randomly generated dungeons” and permadeath sell well in trailers, but quality matters. Random generation can be a killer or a crutch; if levels loop into same-feeling tilesets and cheap RNG bosses, permadeath will feel punitive rather than rewarding. Another question: who is the target player? Classic Dusk fans who live for strafing and rocket-jumping may feel disconnected, while tactical RPG players unfamiliar with the IP might miss what made Dusk special.

Also worth watching: balance. Technique points and morale sound like resource sinks to limit spamming powerful moves — smart on paper, but only if each encounter is tuned so choices are meaningful. And how much narrative bridging will be here? The spin-off’s setting “between episodes” is a neat lore angle, but will it matter beyond cameo enemies and atmosphere?
We’re deep into a phase where older genres are being remixed — retro shooters get roguelite coats, narrative games get FPS mechanics, and now a boomer shooter becomes a grid-based tactical RPG. Why now? Developers and players both love mashups that honor nostalgia while experimenting with new gameplay loops. If 68k Studios nails this, Dungeons of Dusk could be a case study for how to expand a franchise without turning it into a cash-grab spin-off.

Dungeons of Dusk looks like a clever genre swap: Dusk’s grime and aesthetic, filtered through a tactical, turn-based lens with a 30-level campaign and permadeath survival modes. I’m intrigued because the teams involved suggest this isn’t a lazy port — but I’m wary until I see whether the RNG, level design, and systems make for tense choices instead of tedious repetition. Wishlist it if you like experimental crossovers; don’t expect it to play like the original Dusk.
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