In a genre increasingly oversaturated with roguelikes, dungeon grinders, and arena battlers, Dungeon Stalkers from Action Square (STUDIO HG) is stealthily carving out a path of its own. Positioned as a PvEvP extraction-based dungeon crawler, this title could be 2025’s dark horse—mixing the hardcore, loot-driven thrill of Escape from Tarkov with the gothic tension of Darkest Dungeon, and the meta-progression of Dark Souls.
But this isn’t just another fantasy combat simulator.
Where most dungeon crawlers pit players against predictable AI mobs, Dungeon Stalkers throws you into the abyss with 17 other human competitors—all while a dynamic, evolving world and unpredictable “Witch’s Curse” attempts to kill you all. It’s a psychological combat puzzle, wrapped in a loot economy and survival system.
The PvEvP genre has surged in popularity thanks to titles like The Cycle: Frontier, Dark and Darker, and Hunt: Showdown, but few dare to blend true MMO elements with rich RPG class systems and armor degradation—all in a free-to-play ecosystem.
With a planned alpha test for May 2025 and a full release on Steam, Action Square is betting big. Their goal? To deliver a “next-gen dungeon battleground” with unpredictable extraction risks, rogue-lite loot pressure, and social storytelling emergent from PvP betrayal.
Insight | Details |
---|---|
Unique Factor | Real-time 18-player PvEvP dungeon raids with a roguelike loot economy and strategic extraction risk. |
Noteworthy Mechanic | “Witch’s Curse” dynamically shifts dungeon rules, creating emergent chaos and forcing adaptive strategies. |
Monetization Potential | Free-to-play model with deep character class customization, loot-driven progression, and high replayability loops. |
Developer Intent | Build a “spectator-rich, betrayal-driven” dungeon survival sim with strong mid-core appeal and long-term seasonal content support. |
Industry Relevance | Taps into the booming PvEvP subgenre while incorporating learnings from successful titles like Tarkov, Dark and Darker, and Vermintide 2. |
Dungeon Stalkers could be a standout case study for how to build suspenseful, extraction-based multiplayer experiences with lasting retention and monetization potential.
Dungeon Stalkers is a PvEvP third-person dungeon crawler with rogue-lite progression, RPG class systems, and extraction-based survival mechanics. Unlike traditional dungeon crawlers that focus solely on PvE or PvP, Dungeon Stalkers places 18 players in procedurally generated dungeons teeming with traps, monsters, and other players—only a few will escape alive. Think of it as a fusion of Dark and Darker‘s tension, Tarkov‘s risk-reward loot loop, and Dark Souls‘ reactive, tactical combat.
Each “Stalker” class has distinct skills, passives, and ultimate abilities:
This broad class structure promotes tactical team compositions in PvP while preserving individuality in solo runs.
Feature | Description |
---|---|
Armor Break System | Damage depletes armor before health—strategically manage repair points and item durability. |
The Witch’s Curse | Time-based mechanic randomly changes dungeon rules (e.g., fog of war, enemy buffs, curse of silence), increasing tension. |
Camp System | A personal, upgradeable base where players store loot, craft gear, and modify passives. |
Darkness-Based Stealth | Use shadow and lighting to your advantage, creating ambush opportunities or avoiding combat. |
Vendor Economy | In-dungeon merchants offer random loot for sale (adds decision-making mid-run). |
Final Circle Showdown | If no player escapes in time, all remaining players are teleported into a death arena vs each other + AI mobs. |
Metric | Dungeon Stalkers | Dark and Darker | Hunt: Showdown |
---|---|---|---|
Alpha Pre-registrations (est.) | ~250K (Steam wishlists) | 150K | 180K |
Peak Concurrent Users (est.) | TBD (Forecast: 50K–75K at launch) | 80K | 60K |
D30 Retention (expected) | 20–25% (based on genre benchmarks) | 18–22% | 17–20% |
Monthly Revenue (est. post-launch) | $2M–$5M (F2P cosmetics + progression) | N/A (Paid) | ~$2M |
Monetization Model | Free-to-play + cosmetics + seasonal pass | Paid Early Access | Paid w/ IAP |
Dungeon Stalkers blends PvE intensity with social PvP betrayal in a dungeon setting—rarely seen in a free-to-play format. Its distinct mechanics (Witch’s Curse, Final Circle, Armor Destruction) make it more than a clone—it’s a hybrid evolution.
The PvEvP extraction genre has exploded in relevance thanks to Escape from Tarkov‘s breakout success and the rising appeal of “high-stakes gameplay with permanent loss.” While extraction shooters dominate the subgenre, Dungeon Stalkers brings this dynamic into the fantasy dungeon-crawling space, a segment currently underserved.
It sits at the intersection of three powerful genre pillars:
Pillar | Genre | Comparable Hits |
---|---|---|
Extraction PvEvP | Survival-Shooter Dungeon | Escape from Tarkov, The Cycle: Frontier |
Fantasy Dungeon Crawler | Co-op RPG / PvE / Dark Fantasy | Dark and Darker, Vermintide 2, Dark Souls |
Live Multiplayer Tension | Instanced Battle Royale / Rogue-lite | Hunt: Showdown, Dead by Daylight |
This hybridization lets Dungeon Stalkers fill a high-risk PvEvP niche in a thematic and mechanical space where most players still expect cooperative PvE-only experiences.
Game | Strength | Weakness | Market Share (Genre) |
---|---|---|---|
Dungeon Stalkers | Unique fantasy PvEvP + dynamic curses + free-to-play model | Unknown IP; risky monetization test | ~Projected 10–15% by 2026 (niche PvEvP market) |
Dark and Darker | Hardcore extraction dungeon PvEvP, popular during beta | Legal/IP risk, friction-heavy UX | ~30% (Steam-driven buzz) |
Escape from Tarkov | Deepest extraction system, market pioneer | Shooter-focused, no fantasy/RPG setting | ~40% (dominant in shooter PvEvP) |
Hunt: Showdown | Horror-themed PvEvP, great audio tension | Limited meta-progression | ~10–15% |
The Cycle: Frontier | Beginner-friendly extraction loop | Lacked fantasy appeal, now sunset | <5% (now negligible) |
Dungeon Stalkers shows strong early signs of organic community traction and viral gameplay potential:
Area | Dungeon Stalkers’ Differentiator |
---|---|
Visual Identity | Gothic fantasy, semi-realistic lighting and armor design for immersion. |
Combat Feel | Hybrid between Souls-like and Vermintide—methodical, readable, rewarding. |
LiveOps Hooks | Seasonal curses, rotating vendors, and evolving maps create continual novelty. |
Market Model | Free-to-play PC title in a premium genre—low friction for onboarding new users. |
Spectator Appeal | Strong narrative emergent gameplay (e.g., betrayal, curse-induced chaos, last-second escapes) for streaming and short-form clips. |
📌 Positioning Summary: Dungeon Stalkers is primed to redefine fantasy PvEvP dungeon crawling by offering a free, high-stakes extraction experience with fresh mechanics and strong mid-core retention hooks. With its blend of survival tension and RPG depth, it’s poised to carve a new subgenre segment if executed properly.
At its heart, Dungeon Stalkers is a risk-vs-reward pressure cooker layered with PvE, PvP, and systemic unpredictability. The game’s primary loop is designed around player-driven tempo, with strategic extraction and incremental meta progression.
System | Description |
---|---|
Third-Person Combat | Aiming and spatial awareness are critical. Ranged attacks use reticules; melee uses directional timing. |
Armor Destruction | Hits reduce armor durability first. Broken armor disables key protections, making players more fragile. |
Hitbox-Specific Targeting | Skill shots matter. Headshots and backstabs increase damage, rewarding tactical positioning. |
Parry & Block System | Timed parries (like Dark Souls or Mordhau) encourage skill expression and class mastery. |
Ranged & Melee Variety | Players can toggle between ranged and melee attacks based on class/build. |
Status Effects | Poison clouds, bleed damage, curses, stuns—all influence positioning and gear choice. |
Each playable character (“Stalker”) operates on a class-based RPG system with:
This system enforces role complementarity in team PvP, especially in 3v3 or Final Circle formats.
One of the most innovative mechanics, the Witch’s Curse alters dungeon rules every few minutes:
Curse Type | Example Effects |
---|---|
Environmental | All torches extinguish—forced darkness gameplay |
Status | Everyone gets slowed or silenced for 45s |
Chaos | Random teleportation or global monster buff |
Punishment | All players lose 50% armor durability |
Risk-Reward | Triple loot drops—but PvP damage is doubled |
This mechanic creates forced improvisation, where players must adapt or die. It’s a form of live difficulty modulation that acts like a “live game master.”
Mechanic | Skill-Based | Time-Based | Hybrid |
---|---|---|---|
Combat Execution | ✅ | ❌ | ❌ |
Class Unlocks | ❌ | ✅ | ❌ |
Camp Upgrades | ❌ | ✅ | ✅ (if gated by rare loot) |
Extraction Strategy | ✅ | ❌ | ✅ |
Curse Adaptation | ✅ | ❌ | ❌ |
The balance leans toward skill-first with meaningful time investment—ideal for mid-core to hardcore engagement without pay-to-win risk.
Dungeon Stalkers adopts a free-to-play model with layered monetization—cosmetics, progression boosts, and potentially seasonal passes. It strategically avoids “pay-to-win” pitfalls by focusing on vanity and utility enhancements, not stat-based power creep.
Stream | Details |
---|---|
Cosmetics (Skins) | Armor dyes, weapon effects, emotes, victory poses—visual flair without affecting gameplay. |
Battle Pass / Season Pass | Structured seasonal progression with exclusive cosmetics, currency bundles, and class skins. |
Extraction Insurance? (Speculative) | Players could pay to “insure” gear for recovery if they die before extraction—Tarkov-style. |
Camp Skins & Housing Deco | Vanity items for personal Camp area—statues, furniture, banners. |
Premium Currency Packs | Purchase hard currency (e.g., “Witch Shards”) to unlock cosmetics, skips, and loot keys. |
Vendor Tokens / Loot Boosts | Limited-use boosts that increase rare drop rates or reduce vendor prices during a run. |
Dual Currency System:
Currency | Use | Source | Monetized |
---|---|---|---|
Soft Currency (Gold) | In-run purchases, low-tier crafting, Camp upgrades | PvE kills, quest rewards | ❌ |
Hard Currency (Witch Shards?) | Cosmetics, unlockables, vendor boosts | Purchasable, rare drops, seasonal rewards | ✅ |
Sink/Faucet Design:
This economy appears tightly controlled to avoid inflation—reminiscent of Warframe or Dauntless.
There is no pure gacha system confirmed, but:
This creates psychological loot hooks without veering into exploitative randomness.
Trigger | Implementation |
---|---|
FOMO (Fear of Missing Out) | Limited-time curses, portal-only cosmetics, seasonal-only skins. |
Endowment Effect | Players who collect high-value loot are incentivized to spend to protect/upgrade it. |
Sunk Cost Fallacy | High-investment dungeon runs create temptation to spend to extract or revive. |
Cosmetic Identity | Class-based fashion—players personalize with emotes, banners, skins, and Camp decor. |
Social Proof | Cosmetic flair in final circle PvP arena = status symbol (visible clout loop). |
Risk | Impact |
---|---|
Extraction Insurance Paywall | If not carefully balanced, this could create pay-to-survive perception. |
Powerful Vendor Boosts | Any gameplay-affecting monetization could alienate hardcore players. |
Overreliance on Cosmetics | If armor visibility is low (due to lighting/curses), players may not value skins. |
Success depends on balancing fear-based triggers (loss aversion) with player empowerment, not frustration.
Dungeon Stalkers operates on a tiered engagement funnel, pulling in players with high-tension sessions and keeping them through persistent meta-progression, evolving world states, and socially driven PvP dynamics.
Let’s break this down across key retention stages:
Metric | Dungeon Stalkers (Expected) | Industry Avg (PvEvP Mid-Core) |
---|---|---|
D1 Retention | 35–40% | 30–35% |
D7 Retention | 18–22% | 15–20% |
D30 Retention | 12–15% | 10–12% |
D90 Retention | 7–9% | 5–7% |
These projections assume:
Trigger | Mechanic | Frequency |
---|---|---|
Short-Term (D0–D3) | Tactical PvEvP, high-stakes loot risk, visually arresting first-run curse moments | Per run |
Mid-Term (D3–D14) | Camp upgrades, passive tree unlocks, weekly quests, seasonal bounties | Daily to weekly |
Long-Term (D30+) | Meta builds, prestige systems, class mastery, social PvP ladders, rare cosmetics | Monthly+ |
System | Engagement Style |
---|---|
The Witch’s Curse | Unpredictable “session wild card” mechanic that keeps every run fresh. |
Camp Customization | Persistent base = long-term goals, tied to loot and cosmetics. |
Seasonal Events & Raid Bosses | Time-limited challenges tied to unique lore and rare loot. |
Final Circle Showdowns | Dynamic, streamable PvPvE finales create share-worthy moments. |
Class Mastery Trees | Deep RPG-style skill investment, unlockable via long-term grinding. |
Vendor Rotations | Ever-changing mid-dungeon shops = ongoing rerun incentive. |
This layered system mimics successful LiveOps loops from Warframe, Destiny 2, and Dead by Daylight—but in a fantasy dungeon setting.
Borrowing from behavioral design principles:
Type | Example in Game |
---|---|
Fixed Ratio | Gold for every PvE kill or quest |
Variable Ratio | Rare loot drop chances from elite mobs |
Fixed Interval | Daily login bonuses, weekly curse challenges |
Variable Interval | Portal spawns, Witch’s Curse effects, vendor stock changes |
This mix fuels dopamine unpredictability while rewarding commitment.
Mechanic | Social Layer |
---|---|
3-Player Teams in PvP | Cooperative extraction, class synergy strategy |
Final Circle Battle Royale | Competitive ego showcase—performance as prestige |
Camp Visitor Systems (Speculative) | Let friends explore each other’s camps/decor |
Season Rankings / Ladders | PvP fame meta, encourages ongoing investment |
Streamer-Friendly Mechanics | Betrayals, close escapes, curse moments drive virality |
These features aim to foster spectator drama and shared community storytelling, a proven strategy from Tarkov, Among Us, and Sea of Thieves.
LiveOps isn’t an afterthought here—it’s embedded into Dungeon Stalkers’ very DNA. The Witch’s Curse, evolving dungeons, seasonal content, and class systems all demand frequent tuning and fresh drops. This sets the stage for a high-frequency content cadence typical of successful service games like Destiny 2 or Dead by Daylight.
Phase | Timeline | Key Features |
---|---|---|
Alpha Phase | May 2025 | Core PvEvP loop, 6+ classes, 1 dungeon theme, basic camp system, daily quests |
Beta (Live Test) | Q3 2025 | Class balancing, Witch Curse variants, spectator tools, 3v3 PvP trials |
Launch | Q4 2025 | Two full dungeon biomes, seasonal pass, vendor system v2, economy stabilization |
Season 1: “The Rotten Moon” | ~1 month post-launch | New Curse category, Raid Boss dungeon, limited-time loot set, streamer event |
Season 2: “Ashen Depths” | 3 months post-launch | 2 new classes, second Final Circle mode, deeper passive skill trees |
Mid-Year Expansion | Q2 2026 | New dungeon theme (swamp/ice), guild support, cross-region PvP brackets |
Endgame Enhancements | Q3 2026+ | Class prestige, hardcore dungeon tiers, extraction insurance testing, elite PvP ladders |
Note: These are inferred from industry patterns and the alpha feature set—not official from the studio.
System | LiveOps Opportunity |
---|---|
Witch’s Curse | Easily extendable with seasonal variants, holiday effects, co-op only modifiers, etc. |
Dungeon Biomes | New environments offer modular replayability and theme-based loot cycles. |
Camp Meta | Expandable via new decor types, passive skill branches, NPCs, or social elements. |
Raid Events | Weekly/Monthly PvE boss arenas encourage team play + leaderboard chasing. |
Class Additions | Like Apex Legends or LoL, new “Stalkers” can bring meta shakeups + cosmetics. |
Successful PvEvP titles require a rhythm. Dungeon Stalkers could model a 6-week content rhythm, rotating between:
The key is to maintain engagement momentum without overextending the dev team—a challenge highlighted in Schreier’s Blood, Sweat, and Pixels.
Risk | Impact |
---|---|
LiveOps Burnout | Overly aggressive schedule may outpace dev bandwidth or QA support. |
Meta Volatility | Rapid class changes may alienate hardcore PvP players without transparency. |
Stale Dungeon Design | Without modular procedural variety, repeated biomes may create fatigue. |
Content Cannibalization | PvE and PvP events running in conflict could split the player base. |
Mitigating this requires a clear content pipeline, ample test environments, and community-aligned transparency—just as Path of Exile and Rainbow Six: Siege mastered.
This SWOT analysis frames Dungeon Stalkers as a high-potential PvEvP innovation with genre-leading mechanics, but also a newcomer navigating an unforgiving mid-core market with high churn rates and sky-high user expectations.
Category | Details |
---|---|
Unique Genre Fusion | Rare combination of PvEvP, dungeon crawling, survival, and rogue-lite mechanics in a fantasy setting. |
Witch’s Curse System | Dynamic dungeon modifiers keep gameplay unpredictable and force real-time adaptation—a powerful engagement hook. |
Extraction Tension | Risk-of-loss drives player investment and session intensity. Very few fantasy games offer this mechanic. |
Class Diversity & Progression | RPG class design (active/passive/ultimate) supports strategic depth and replayability. |
Stylish Visual Identity | Dark, mature fantasy aesthetic with third-person perspective—visually distinctive among indie PvEvP titles. |
Free-to-Play Accessibility | Strong frictionless funnel for onboarding Steam users compared to premium competitors like Dark and Darker. |
Spectator Potential | Betrayals, Final Circle brawls, and dynamic curses create viral moments ideal for streaming and short-form video. |
Category | Details |
---|---|
Unknown IP / New Studio Risk | Despite Action Square’s experience, the game lacks existing franchise power or community trust. |
Unproven PvEvP Balancing | PvE/PvP systems are notoriously hard to tune. PvE encounters may feel trivial or PvP could become grief-heavy. |
Heavy RNG Dependency | Loot variance + Curse randomness may frustrate competitive players over time if not properly mitigated. |
Armor & Cosmetic Clarity | Visual feedback on character builds may be unclear due to darkness, low lighting, or cursed effects. |
Controller Optimization Risk | Full controller support is promised, but high-stakes PvP with targeting reticules requires polish to match mouse accuracy. |
Potential Monetization Pitfalls | If extraction insurance or vendor boosts lean into “pay to win,” community trust may erode fast. |
Category | Details |
---|---|
Streamer Partnerships | Launch events, Twitch drops, and Curse Showdown showcases could massively accelerate adoption. |
Crossplay & Console Expansion | Bringing the game to PlayStation/Xbox post-PC launch opens up a fresh monetization pipeline and player pool. |
UGC & Mod Support | Custom dungeon mods or Curse variants could empower the community and extend lifecycle. |
Seasonal Lore Arcs | Expanding the Witch narrative and building on dungeon evolution could enhance emotional investment. |
Regional Leaderboards & PvP Tournaments | Adding competitive modes and class ladders can build status-based long-term retention loops. |
Post-Launch Gacha-Lite Skins | Cosmetic depth can be monetized ethically via stylized sets, seasonal mythics, or camp vanity unlocks. |
Category | Details |
---|---|
High Churn Genre | PvEvP players churn fast—if early FTUE (first-time user experience) fails, retention tanks. |
Competing Launches in 2025 | Potential overlaps with titles like Ark 2, Path of Exile 2, or The Finals updates could divert attention. |
Balance Patching Lag | If community perception builds around “broken” curses, classes, or PvP cheese, it can kill trust rapidly. |
Overreliance on F2P Cosmetics | Weak cosmetics or poorly communicated battle pass value can reduce ARPU and LTV. |
Content Burnout | Without consistent biome/curse/class updates, players may “solve” the meta and drop off. |
Steam Review Sensitivity | Early review bombing (e.g., from monetization missteps or bugs) can kneecap launch momentum. |
Dungeon Stalkers has all the makings of a breakout PvEvP hit in 2025. It blends the high-stakes tension of Escape from Tarkov, the dungeon-crawling strategy of Dark and Darker, and the class-based synergy of an RPG—all wrapped in a free-to-play model that lowers entry barriers while maximizing retention and monetization potential.
It distinguishes itself with key innovations like:
However, success will hinge on execution precision across LiveOps cadence, PvP balancing, and monetization ethics. If Action Square sticks the landing, this title could become a genre-defining fantasy PvEvP experience.
If the alpha builds momentum and the launch sticks the execution, Dungeon Stalkers could:
As a combat and systems designer with over a decade immersed in action RPGs, extraction loops, and PvEvP balance—Dungeon Stalkers genuinely surprised me.
This isn’t just another dungeon crawler. It’s a bold, genre-defining experiment that fuses tension, strategy, betrayal, and progression into one of the most promising fantasy experiences I’ve seen in years. Every mechanic—from the Witch’s Curse to the armor break system—feels like it was crafted by people who understand the soul of good combat design and what makes players come back for “just one more run.”
There’s heart here. There’s risk. And above all, there’s vision.
If you’re a fan of dark fantasy, adrenaline-soaked showdowns, or tactical PvEvP with real consequences—support this game. Wishlist it. Share it. Play the alpha. Help these developers bring their ambitious vision to life.
Let’s reward innovation. Dungeon Stalkers is a title worth watching—and even more worth fighting for.
⚔️ See you in the shadows of the dungeon.
— Ignasi Rivero
Combat & Systems Designer
Fan of betrayal mechanics, risk-reward tension, and cursed loot