Puzzle Dungeon is a cell-based puzzle game packed with features and diverse puzzles. It incorporates classic games like Sokoban, StoneAge, Atomix, Memory, Fifteen, and plans to include Chip's Challenge and Rogue in future updates.
See the list of all puzzles for details.
The game uses pygame and pgzero. It should work well on GNU/Linux and possibly other Operating Systems, but this should be tested yet.
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Procedurally Generated Puzzles: Most levels are generated automatically, offering a new experience every time. Pre-created maps are also supported, including classic collections. Players can reload the same level if stuck - whether it’s newly generated or pre-created.
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Variety of Challenges: Some puzzles are time-limited, others require strict adherence to rules, and many involve finding a path to the finish. Some levels even feature enemy encounters.
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Customizable Themes: The game includes 13 themes, well suited for different puzzle types.
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Multilingual Support: The game is primarily in English, with partial translations available in several other languages.
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Versatile Controls: Players can use a keyboard, mouse, or PlayStation controller.
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Audio Options: Background music and sound effects can be toggled on or off.
- default
- classic
- ancient1, ancient2
- modern1, modern2
- minecraft
- moss
- stoneage1, stoneage2, stoneage3, stoneage4, stoneage5
- floor (empty or textured with crack, bones, rocks)
- wall
- plate
- gate0 (closed), gate1 (open)
- start
- finish
- portal
- lock1, lock2
- dir_l, dir_r, dir_u, dir_d (blocked access from left, right, up and down)
- sand (one time access, converted to void on leave)
- void (for lifts only, not for character)
- character - it's you
- enemy - you fight it
- barrel - you push it
- lift - you ride it
- heart (extra health)
- sword (extra attack)
- might (extra power)
- key1, key2
key | action |
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n | Next level |
p | Prev level |
r | Restart level |
Ctrl-N | Next level collection |
Ctrl-P | Prev level collection |
Ctrl-R | Curr level collection |
F1-F10 | Set different themes |
Shift F1-F10 | Set more themes |
F11 | Set fullscreen on/off |
F12 | Set mouse visible off/on |
l | Shows title and goal |
m | Turn on/off music |
s | Turn on/off sound |
a | Enabled/disabled animation |
Enter | Activate cursur |
RShift-E | Set lang english |
RShift-R | Set lang russian |
RShift-H | Set lang hebrew |
RShift-L | Enabled/disabled show title and goal |
git checkout https://github.com/mig0/dungeon.git
No installation is needed to quickly run the game, just checkout from github, then:
./dungeon
Atomix is a puzzle game where you construct complete molecules, ranging from simple to highly complex, by arranging isolated atoms scattered among walls and other obstacles.
When you push an atom in a direction, it moves until it collides with an object that halts its motion - this could be a wall or another atom. This mechanic makes Atomix challenging and engaging, as careful planning is required to organize your molecule correctly.
There are also bonus levels where the colored numbered atoms are used instead of the chemical atoms. The player must guess the correct number structure and arrange these atoms into it.
Goal: Build a complete molecule from atoms. Press Enter to select atoms.
This is a classic game with straightforward yet challenging rules. You guide the "warehouse keeper" ("Sokoban" in Japanese) to push barrels into designated slots. A barrel can only be pushed in one of four directions, provided there is empty space behind it in that direction.
The objective is to place all barrels onto the plates in the room. Sometimes, barrels must be temporarily moved off plates to enable access for others. Limited space and the potential for unsolvable positions make this puzzle both strategic and addictive.
Each level introduces a unique layout of walls, floors, barrels, and plates, requiring new strategies and solutions.
Goal: Push all barrels onto the designated plates.
This simple yet intriguing puzzle is designed to demonstrate the potential of Puzzle mechanics. Some floor cells are assigned colors, and the number of colors and their areas are configurable. Plates on the floor can be pressed to alter the colors of the eight surrounding cells.
Pressing a plate rotates the colors in sequence. For instance, if there are five colors (1 - red, 2 - green, 3 - blue, 4 - yellow, 5 - purple) and neighboring cells are colors 1, 3, and 5, pressing the plate changes them to 2, 4, and 1, respectively.
Goal: Turn all colored cells green by pressing the plates.
The 15 Puzzle, popularized by Sam Lloyd, is a sliding puzzle. It consists of 15 numbered tiles, arranged within a 4×4 frame containing one empty cell. Tiles in the same row or column as the empty cell can be slid horizontally or vertically.
The frame can be of size n×n or even n×m, then the puzzle may be called the 2ⁿ-1 puzzle or the n×m sliding puzzle rather than 15 Puzzle.
The objective is to rearrange the tiles into numerical order (left to right, top to bottom). Starting from a shuffled configuration (after numerous random legal moves), players must use strategic sliding to return the tiles to their original positions.
No shortest solution is required, the puzzle can be solved using any valid sequence of moves.
Goal: Restore the numbered tiles to their original positions.
In this puzzle, you navigate a maze filled with plates and gates. Gates can either be open or closed, blocking or allowing progress. Plates are scattered throughout the maze and serve as triggers for the gates.
Each plate toggles the state of one or more attached gates. Pressing a plate may open previously closed gates while closing others, requiring careful planning and exploration.
Press Space on keyboard (or "X" on PS controller) to activate the plate.
Goal: Reach the finish by pressing plates to open a path.
This puzzle challenges the hero to build their power and defeat enemies.
Similar to Hero Wars bonus levels but with more complexity, the hero starts with a configured power level. Power can be increased or decreased using power potions that apply four distinct arithmetic operations.
To solve the puzzle, the player must strategically navigate the map, defeating all enemies and collecting items in the correct order.
In the default mode, players collect keys available in each floor after defeating enemies and gathering potions. Floors can be completed in any order, but all must be finished. In the "strict_floors" mode, players must complete a floor before moving to the next and cannot revisit previous floors.
Goal: Collect all keys (if applicable) and defeat all enemies.
In this puzzle, the maze contains keys and locks of two distinct types. Closed locks block your progress, and keys are scattered throughout the maze. Each key can open any lock of the corresponding type, but once used, a key disappears, and the lock remains permanently open.
The maze includes branching paths, some of which lead to dead ends. These branches may still hold valuable keys or locks, requiring exploration and strategy to navigate effectively. The number and type of keys are perfectly matched to the number and type of locks, so every key must be used wisely.
Goal: Reach the finish by collecting and using keys to unlock the path.
This puzzle tests your memory skills within a grid of cells. The puzzle area consists of an even number of cells, each containing a hidden value. All values are randomly shuffled, and pairs of equivalent numbers are scattered across the grid in a way that their locations are unknown to the player. Your task is to find and match these pairs.
You select two cells at a time to reveal their values. The first selected cell stays revealed until the second cell is chosen. If the two revealed cells match, they are removed from the puzzle. If they do not match, they are hidden again, and you must remember their positions for future attempts.
A visual variation replaces numbers with distinct colors for matching, offering a more aesthetic challenge. The puzzle can be navigated and manipulated using various controls: arrow keys and Space for keyboard users, a PlayStation controller for similar precise navigation, or a mouse for point-and-click simplicity.
Goal: Clear the puzzle area by matching and removing all pairs of values.
In this puzzle, there are 9 halls arranged in a 3x3 grid. Each hall has portals located in its corners as the only means of exit. Depending on the puzzle variation, a hall may have 2, 3, or 4 portals. Each portal transports the character to one of the 9 halls, with the destination being pre-determined randomly at the start of the puzzle and remaining consistent throughout.
The first hall, located in the top-left corner, serves as the starting point. The central hall is unique; it contains the finish in one corner and an additional portal in the opposite corner that leads back to the starting hall. This return portal is added for fun, allowing players to revisit the challenge and experiment with different portal choices.
The other 8 halls are structurally identical, each containing the same number of portals in corresponding corners. Success requires strategic navigation and exploration to determine the paths that lead to the central hall and ultimately to the finish.
Goal: Reach the finish by navigating through the portals.
This puzzle involves restoring a large image that has been divided into square mini-image cells. Each cell is randomly rotated by 0, 90, 180, or 270 degrees at the start. Your task is to rotate all mini-image cells to return them to their correct orientation and recreate the original image.
The puzzle can be navigated and manipulated using various controls. With the keyboard, you can use the arrow keys to navigate to a cell and Space or PageDown (or PageUp) to rotate it clockwise (or counter-clockwise). The cells may be similarly navigated and rotated with PlayStation controller. For mouse users, clicking on a cell rotates it clockwise or anti-clockwise depending on the mouse button used.
Goal: Rotate all mini-image cells to restore the original image.
This puzzle is an accurate replication of the classic DOS game Stone Age, released in 1992. The puzzle area consists of various elements, including a start cell, a finish cell, floors, walls, sands, paired portals, keys, locks, void cells, and directional lifts. Each element adds unique mechanics to the challenge.
The character can freely travel through floor cells. Sand cells are traversable once and transform into void cells upon exit, requiring careful planning. Portals and directional lifts allow access to otherwise unreachable areas, while keys of two distinct types can be collected and used to unlock corresponding locks. Directional lifts are the only way to cross void cells.
Strategic use of these mechanics is essential to navigate through the puzzle and access the finish cell. The combination of diverse elements makes this puzzle both challenging and nostalgic for fans of the original game.
Goal: Reach the finish by utilizing the environment and its mechanics.
This puzzle serves as a demonstration of Puzzle API. It is minimalistic and relies mostly on default settings, with the only significant modification being the inclusion of a finish cell. If enemies are present, they can be avoided.
Goal: Simply reach the finish.
This is Free Software, distributed under GNU General Public License version 3 or later.
The game Puzzle Dungeon is developed by Mikhael Goikhman and his son Daniel Goikhman. The project began as a fun and educational way to teach and learn programming from scratch. It continues to evolve with the same passion, highlighting programming as a lifelong skill and an exciting creative endeavor.
The development team welcomes contributions from other developers.
Have fun with Puzzle Dungeon!