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Dungeon Rampage Remastered: a ten-year-old refused to let his game die, and he won
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Dungeon Rampage Remastered: a ten-year-old refused to let his game die, and he won

The source code was sitting on a laptop a former programmer had handed down to his kid. Eight years later, the game is on Steam.

A

Alexandrosse

·9 min read

InsertCoins.press Score

7/10

Verdict

Recommended

I am going to start with the story, because it is better than the game, and the game is decent.

Dungeon Rampage launched on Facebook in 2012. A Flash hack and slash, four-player co-op, loud, colourful, built so you would lose entire afternoons to it between homework sessions. Rebel Entertainment turned it into a considerable hit: two million players a month was the figure being quoted at the time.

Then Flash died, and the game went with it. 2017. The server switched off, the characters vanished, and a few million people learned what it means for a game to stop existing altogether.

Among them, a ten-year-old Greek boy.

Dungeon Rampage Remastered, a dungeon

The part I still struggle to believe

Angelos Mako did not do what ten-year-olds do, which is move on.

He spent years working out how to resurrect the game, which required two near-impossible things. First, getting hold of the source code, which officially existed nowhere. Second, securing the rights to the brand, which is a task for an adult, a lawyer and incidentally some money.

He tracked down a former programmer on the game, long gone from the industry. That man owned the last known copy of the code. It was on a laptop he had passed down to his own child.

The source code of a dead game, on a kid's hand-me-down laptop. I could not invent that.

Mako recovered the code, then the rights, then went to Gamebreaking Studios for the technical side. Eight years after the servers went dark, Dungeon Rampage reached version 1.0 on Steam on 3 November.

Now, the game

You have to climb down off the story, and that is where it gets more complicated.

You pick a hero from a deliberately cartoonish cast, you enter a dungeon alone or with three others, you hit everything that moves, you collect weapons and gear, you start again. Rooms follow rooms, enemies arrive in waves, chests open, the noise never stops.

It is exactly what it was. Which is both the compliment and the complaint.

A player with 57 hours logged phrased it perfectly: the nostalgia is incredible, it genuinely feels like the Facebook days, and that is also its biggest flaw, because he expected modernisation and received a direct port with all its original jagged edges.

The gameplay textures did not follow the general overhaul. The reviews ask for 60 frames per second. The 2012 game is here, cleaner, and in places not a great deal cleaner.

Dungeon Rampage Remastered, a fight

The decision that redeems everything else

The original was a 2012 Facebook game. You know what that means.

Premium currency, paid chests, weapons reserved for wallets, progression walls placed exactly where impatience costs the most. That was the model, everybody endured it, and a portion of what players called difficulty was really just a vending machine.

The remaster removes the mandatory spending. Everything is earned by playing.

The reviews discuss this more than anything else, with palpable relief. One player sums it up: great decision not to implement pay to win, real effort required, like the old days on Facebook grinding before mum forced me off the computer to do my homework.

And it is the correct reading of the material. Dungeon Rampage was a grind game. A grind game without a shop is an honest loop. A grind game with a shop is a till. Mako chose the loop, when every economic reason pointed to the till.

There is no level cap either, which gives you a reason to stay once you are done remembering.

The serious objection, and it is serious

One player wrote something I cannot shake off.

The game runs on a server. No offline single-player, no local save, no LAN. If that server switches off, Dungeon Rampage disappears exactly as it disappeared in 2017.

The same player asks the question that stings: will it shut down once it stops making money?

I find the worry legitimate and the tone unfair. The project exists because somebody refused that disappearance, and accusing him of planning to repeat it is a bit much. But the technical dependency is real, and it is not resolved by good faith. An offline mode would be the insurance policy this game, more than any other, deserves to hold.

Dungeon Rampage Remastered, the gear

Two very different audiences

If you played this on Facebook between 2012 and 2017, there is no question and you already know it. 15.49 euros, 10.06 euros with the launch discount, and you recover a piece of your adolescence that was wiped off a server without your consent.

If you never touched it, it is harder. You will find a competent co-op hack and slash, legible, brisk, with art direction that has aged well and a structure that has not. Measured against what the genre produces today, it wins nothing.

87 per cent positive, around 1,500 people online on launch day. This is a reunion audience, and a reunion audience is enthusiastic by definition.

Dungeon Rampage Remastered, a boss

What stays with me after a few hours is not a score for a dungeon crawler. It is the idea that a game can die because a technology stops and a company closes a file, and that it can come back because a child found that unacceptable and did not change his mind on the way to adulthood.

Game preservation rests on a great many volunteers and very few laws. This one got lucky. The others are still waiting.

Is there a Flash game whose disappearance left a hole in your week? There is a list to be written, and we are starting it on the InsertCoins Discord.

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