Prism
Dungeon roguelike · in development
A dungeon that grows from a single seed.
Every floor is procedurally generated — grown from a seed rather than hand-placed — and the difficulty adapts to how you actually play. Built in Unity. No two descents are the same, and none of them are unfair.
- Procedural depth
- Floors grown from a single seed — coherent and surprising, never the same twice.
- Adaptive difficulty
- The dungeon reads how you play and pushes back to match — challenging, never cheap.
- Roguelike discipline
- Runs that matter. Death is permanent; what you learn is not.
- Status
- In active development — playable week to week, because fun is measured, not presumed.