Full guide: gather a party of heroes, explore rooms, fight by rolling dice, collect loot and reach the exit alive. Controls on muta.pro and tactics for beginners.
Dungeons of Gloom is a cooperative adventure where a small party of heroes descends into gloomy catacombs. Your task is to bring at least one hero to the exit cell (it is marked with a door 🚪 in the far corner) without losing the whole party. Victory comes when a hero reaches the exit: the «Escape successful!» screen appears. But if all heroes fall (each one’s health drops to zero), the game is lost — «The party has fallen».
The party has up to four heroes of different classes — warrior, mage, archer, healer. Each has their own stats: health pool, attack modifier, damage die and a set of items in the inventory. The dungeon is a grid of rooms and corridors; monsters lurk in some places, chests with loot stand in others, and the exit waits in the far corner. Heroes act in turn — the active character is highlighted with a «TURN» marker.
On your turn, click an adjacent free cell and the hero steps onto it. Cells available for a move are highlighted in blue. Each turn a hero crosses several cells, exploring rooms and corridors.
An enemy in an adjacent cell is highlighted in red. Click it or use the «⚔ Attack» button — dice are rolled: a d20 to hit plus a modifier against the enemy’s defense, and a d6 for damage on a hit.
A «twenty» rolled on the d20 is a critical hit with double damage, a «one» is a miss. The die glows green on a crit and red on a fumble, so the result of the roll is visible at once.
Stand on a cell with a chest and press «🔍 Search» — the hero searches it and gets random loot: a healing potion or a unique item that goes into the inventory.
Press «End turn →» to pass play to the next living hero. Once every hero in the party has acted, the monsters strike — and a new round begins.
Typical situations in the dungeon. Blue tokens are your heroes, red ones are monsters. A blue frame shows where you can step, a red one whom you can strike, the door 🚪 is the exit.
There is no numeric score in the dungeon — the outcome is binary. Victory if a hero reaches the exit cell 🚪: the party is credited with a successful escape. Defeat if all heroes die — each one’s health drops to zero under the monsters’ onslaught. So protect the healer, heal with potions and don’t go into battle wounded: one fallen hero weakens the whole party, since the monsters strike every round.
A party bunched together covers the wounded and hits one target with several heroes — the enemy is easier to finish off.
Don’t expose the healer to blows: they raise the fallen and keep the party’s health in the green.
Potions and items from chests are your only source of healing and reinforcement deep down.
The health bar turns red in the danger zone — retreat and heal up before attacking.
The Dungeons of Gloom are won not by one hero's strength but by positional discipline: monsters hit every round, so what matters is not "how much damage did I deal" but "how many hits did I take". A party that moves as a single group and opens up one enemy at a time loses half as much health as a lone hero charging ahead.
Lead the party through corridors and narrow passages where only one or two monsters can reach you. In an open room the enemies surround the hero from all sides and each deals damage on its own turn.
Send in the hero with the most health first — he takes the hits. The healer and archer follow behind him, striking and healing from there without coming under the monsters' reply.
Two heroes on adjacent cells finish off one monster per round. A dead enemy no longer hits — that cuts incoming damage faster than wounding two by half.
Don't spend loot right away: stockpile at least one potion per hero for the depths of the dungeon, where the enemies are denser and there are no more chests.
The warrior (🛡) plugs the narrow passage: the monster (●) can reach only him, while the healer (✚) heals from a safe cell behind his back.
A fight is decided by a pair of rolls: a d20 to hit (plus the hero's modifier against the enemy's defense) and a d6 for damage. A "twenty" is a crit with double damage, a "one" is a guaranteed miss. You can't change your modifier in combat, but you can choose whom and when to strike, and that's the real tactic.
A monster with health left will die from a single blow and stop striking back. Aiming at a full-health enemy means leaving two of them alive at once.
If you hit a weak enemy on almost any roll, let the hero with the weak modifier finish it off, while the strong one strikes the armored target.
Rolled a "twenty" on a dangerous monster — bring the target to death this same round with the whole party, while the enemy is weakened.
The warrior and archer focus one zombie (highlighted): the enemy killed this round won't strike back, while the wolf (🐺) is left for the next one.
The party holds up to four heroes — warrior, mage, archer, healer — and they differ in health, attack modifier and damage die. Solo play leads the whole party in turn, so a balance of roles matters more than a set of the "strongest" fighters.
The most health and reliable hitting up close. His job is to stand first in the passage and hold the line, not to chase the finishing blow.
They strike from behind the warrior without exposing themselves. The mage is good against armored targets, the archer for finishing off a wounded one a cell away.
A single heal costs less than losing a fallen hero and his turns. Keep the healer off the front line: without him the party melts away in a couple of rounds.
The most heroes means the most turns and damage per round. For a first run take all four: it forgives more mistakes.
A smaller party is harder: fewer hits and less healing. Go with a warrior + healer duo if you want to test the discipline of positional play.
Most losses in the dungeon aren't down to bad dice but to greed and a broken formation. Let's look at the slip-ups that most often doom the party.
Mistake: the archer (highlighted) ran ahead alone and is surrounded by three monsters (●) — three hits per round, and the party won't make it in time to help.