
Dungeon Inn: running an inn while keeping two rival guilds from meeting
You struck a deal with a dragon. All that is left is serving both sides without either finding out. The 1.0 lands on 23 October.

Draft units, set a formation, release the orcs. And be reborn properly when the wall gets too high.
Alexandrosse
InsertCoins.press Score
7/10
Verdict
Recommended
There is a name on this game's store page worth stopping at: Playsaurus, the publisher, is the studio behind Clicker Heroes.
Which is to say people who understand the climbing-number mechanic better than anybody, and who know exactly when a player drops off. It shows.

You command a growing warband of orcs. It advances and fights on its own, you watch it, and you intervene on what matters: its composition.
You draw cards to add units and totems to the band. Units come in several rarities with different battlefield roles, and totems provide passive bonuses that change how the whole army behaves.
You set a formation, then let them loose. When your plan works, the band rips through the waves. When you hit a wall, you rethink the lineup or swap units.
And you cast spells to rescue a fight going badly: a Blizzard to slow a boss tearing through your front line, a Fireball at the right moment to snatch back a fight you were losing.
That is the difference from a passive incremental: there is an action, it is rare, and it counts.
The game's real engine has a name: Dark Rebirth.
At some point your army stops being enough. You reset your run and keep permanent bonuses to damage, health and gold, while unlocking new units and challenges that did not exist before.
And with every rebirth, you choose a chieftain who makes the next run different.
That is the genre's classic structure, cleanly executed: the early game opens up as your power grows, and the distant milestones keep pulling you forward.

Let us be clear about what you are buying: this is an incremental, it largely plays itself, and the pleasure comes from the curve and the compositions, not from combat inputs.
At 6.79 euros, on a machine asking for two gigabytes of memory and integrated graphics, it is the sort of game you keep open in a corner for weeks.
There are only four reviews as I write, which means nothing, and the real test comes in a month: incrementals are judged on whether they make you want to start a ninth run.
What makes me optimistic is precisely the pedigree. Playsaurus built its reputation on a game millions of people left running for years, and moving the warband to cards and formations adds the layer of decision that first-generation incrementals lacked.

How many rebirths does your best composition survive? We compare warbands on the InsertCoins Discord.
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