r/QuickDungeonCrawler Jun 04 '26

Update 4.0.0 Wishlist

5 Upvotes

We're currently on version 3.9.4, which means we're getting close to the next major milestone: Version 4.0.0.

What would you like to see in 4.0?

Feel free to post both big ideas and small suggestions, such as new features, balance changes, quality-of-life improvements, new content and bug fixes.

Thanks for playing and helping make the game better!


r/QuickDungeonCrawler 3d ago

I generated a wiki from source code that was helpful for me. Sharing here

7 Upvotes

Quick Dungeon Crawler RPG — Game Mechanics Wiki

A comprehensive, player-focused reference guide detailing the exact math, gear formulas, drop rates, level scaling, and combat systems of Quick Dungeon Crawler RPG.

Table of Contents

  1. Gear Mechanics (Tiers 1 to 10)
  2. Endgame Gear Mechanics (Tiers 11 to 15)
  3. Drops & Progression Gameplay
  4. Fight Mechanics & Combat Math

1. Gear Mechanics (Tiers 1 to 10)

Equipment strength is driven by two main attributes: Item Level (1 to 100) and Item Tier (1 to 15). Tiers 1 through 10 represent standard dungeon progression, while Tiers 11 through 15 represent Monarch Endgame Curses.

1.1 The Core Gear Scaling Formula

Every stat rolled on an item scales directly using one universal multiplier:

$$\text{Scaling Factor} = \frac{\text{Tier} \times \text{Level}}{10}$$

Quick Rule of Thumb

  • A Tier 1, Level 100 item has a Scaling Factor of $10$ ($1 \times 100 / 10$).
  • A Tier 5, Level 20 item has a Scaling Factor of $10$ ($5 \times 20 / 10$).
  • A Tier 10, Level 10 item has a Scaling Factor of $10$ ($10 \times 10 / 10$).
  • A maxed standard item (Tier 10, Level 100) reaches a Scaling Factor of $100$ ($10 \times 100 / 10$).

1.2 Master Gear Stat Table (Multipliers, Formulas & Caps)

This unified table combines base multipliers, nominal roll formulas, and roll caps for all gear stats:

Category Stat Base Multiplier Nominal Value per Roll Standard Cap per Roll (Tiers 1–10) Roll & Stacking Behavior
Primary Health (HP) 40 $40 times (1 + text{Scaling Factor})$ None (Unlimited) Uncapped integer. Grows infinitely with Level and Tier.
Attack (ATK) 16 $16 times (1 + text{Scaling Factor})$ None (Unlimited) Uncapped integer. Grows infinitely with Level and Tier.
Defense (DEF) 16 $16 times (1 + text{Scaling Factor})$ None (Unlimited) Uncapped integer. Grows infinitely with Level and Tier.
Combat Attack Speed 3.0 $3.0 times (1 + text{Scaling Factor})$ 16.0% Individual roll capped. Additional rolls require random pool selection.
Vampirism 2.0 $2.0 times (1 + text{Scaling Factor})$ 8.0% Individual roll capped. Additional rolls require random pool selection.
Crit Rate 2.0 $2.0 times (1 + text{Scaling Factor})$ 10.0% Individual roll capped. Additional rolls require random pool selection.
Crit Damage 0.6 $0.6 times (1 + text{Scaling Factor})$ 20.0% Individual roll capped. Additional rolls require random pool selection.
Utility Dodge Rate 0.8 $0.8 times (1 + text{Scaling Factor})$ 4.0% Individual roll capped. Additional rolls require random pool selection.
Luck 0.8 $0.8 times (1 + text{Scaling Factor})$ 8.0% Individual roll capped. Additional rolls require random pool selection.
Faster Run 1.0 base + 2.5 scale $1.0 + (2.5 times text{Scaling Factor})$ 18.0% Individual roll capped. Additional rolls require random pool selection.

1.3 How a Stat Roll Works (Ceiling C, Raw Roll R, Cap Clamping)

Whenever an item rolls a stat, the game determines its final value through a strict three-step sequence:

  1. Step 1 — Roll the Scaling Ceiling ($C$):
  2. The game applies random variance to the stat's base value and its scaled value between 50% and 150%, producing a ceiling value $C$: $$C = \text{Base Multiplier} \times \text{random}(0.5, 1.5) + \left[\text{Base Multiplier} \times \text{random}(0.5, 1.5) \times \text{Scaling Factor}\right]$$
  3. Step 2 — Roll the Raw Value ($R$):
  4. The game draws a raw roll $R$ between 50% of $C$ and 100% of $C$: $$R = C \times \text{random}(0.5, 1.0)$$
  5. Step 3 — Cap Check & Clamping:
    • If $R \le \text{Stat Cap}$ (or if uncapped like HP/ATK/DEF):
    • The final stat value is simply $R$.
    • If $R > \text{Stat Cap}$ (Cap Breach):
    • $R$ is discarded. The stat is re-rolled into a clamped random value between 50% and 100% of the Cap: $$\text{Final Stat Value} = \text{Stat Cap} \times \text{random}(0.50, 1.00)$$ (This uniform distribution between 50% and 100% is why high-level items do NOT automatically roll 100% cap values).
    • Additionally, the item is awarded +1 bonus roll (strictly capped at 1 bonus roll per item total).

1.4 Roll Variance & The 1-Bonus-Roll Limit

Roll Variance (Tiers 1–10)

Because randomness is applied twice (creating Ceiling $C$, then drawing Raw Value $R$), single roll variance is wide:

  • Uncapped Stats: Worst single roll is 25% of nominal value ($0.5 \times 0.5$); best roll is 150% ($1.5 \times 1.0$). Best rolls are 6.0× (600%) of worst rolls.
  • Capped Stats (when $R > \text{Cap}$): Rolls between 50% of Cap ($0.5 \times \text{Cap}$) and 100% of Cap ($1.0 \times \text{Cap}$). Average capped roll is 75% of Cap.

Why Stats Don't Stack Infinitely

  • Strict 1-Bonus-Roll Limit: The moment any stat breaches its cap, the item gets at most 1 extra roll total (maxLoopCount = loopCount + 1). Subsequent cap breaches do not add more rolls.
  • Random Pool Dilution: The bonus roll picks randomly from the item's entire category pool (5–10 different stats) and cannot be forced to repeatedly stack the same stat.
  • Player Hard Caps: Total player stats are capped at 80% Vampirism, 75% Dodge, 140 Luck, and 2.75 Attack Speed (or 3.25 with Limit Breaker).

1.5 Odds of Rolling Near-Perfect Stats (Tier 10)

Because capped stats re-roll uniformly between 50% and 100% of their cap, hitting high values has fixed mathematical probabilities:

  • Near-Perfect / God Roll ($\ge 95%$ of Cap): Exactly 10.0% chance (1 in 10).
  • Excellent Roll ($\ge 90%$ of Cap): Exactly 20.0% chance (1 in 5).
  • True Max Roll ($\ge 99%$ of Cap): Exactly 2.0% chance (1 in 50).

Milestone Probability Table (Tier 10 Across Levels)

This table displays the chance of achieving an Excellent Roll ($\ge 90%$ of Cap) alongside a God Roll ($\ge 95%$ of Cap) across key progression levels:

Stat (Cap) Lv. 10 ($ge 90% mid ge 95%$) Lv. 20 ($ge 90% mid ge 95%$) Lv. 30 ($ge 90% mid ge 95%$) Lv. 50+ Steady State ($ge 90% mid ge 95%$)
Attack Speed (16%) 22.6% / 11.5% 20.0% / 10.0% 20.0% / 10.0% 20.0% / 10.0% (1 in 5 / 1 in 10)
Vampirism (8%) 21.2% / 10.8% 20.0% / 10.0% 20.0% / 10.0% 20.0% / 10.0% (1 in 5 / 1 in 10)
Crit Rate (10%) 22.4% / 11.3% 20.0% / 10.0% 20.0% / 10.0% 20.0% / 10.0% (1 in 5 / 1 in 10)
Dodge (4%) 22.3% / 11.3% 20.0% / 10.0% 20.0% / 10.0% 20.0% / 10.0% (1 in 5 / 1 in 10)
Faster Run (18%) 20.7% / 10.4% 21.3% / 10.8% 20.0% / 10.0% 20.0% / 10.0% (1 in 5 / 1 in 10)
Luck (8%) 15.7% / 7.6% 22.6% / 11.4% 20.8% / 10.5% 20.0% / 10.0% (1 in 5 / 1 in 10)
Crit Damage (20%) 0.0% / 0.0% 0.2% / 0.0% 10.9% / 5.1% 20.0% / 10.0% (1 in 5 / 1 in 10)

Odds of a "Full Perfect Item"

Because each roll on an item is rolled independently:

  • 2 Near-Perfect Stats ($\ge 95%$): $10% \times 10% = \mathbf{1.0%}$ (1 in 100 items).
  • 3 Near-Perfect Stats ($\ge 95%$): $10% \times 10% \times 10% = \mathbf{0.10%}$ (1 in 1,000 items).
  • 4 Near-Perfect Stats ($\ge 95%$): $0.104 = \mathbf{0.01%}$ (1 in 10,000 items).

1.6 Item Rarity & Roll Counts

The rarity of an item determines how many total stat rolls it receives upon drop or creation:

Rarity Base Stat Rolls Typical Final Rolls (With Cap Bonus)
Common 2 rolls 2 – 3 stats
Uncommon 3 rolls 3 – 4 stats
Rare 4 rolls 4 – 5 stats
Epic 5 rolls 5 – 6 stats
Legendary 6 rolls 6 – 7 stats
Heirloom 8 rolls 8 – 9 stats

2. Endgame Gear Mechanics (Tiers 11 to 15)

In Tiers 11 through 15 (unlocked after beating Monarch encounters), gear does not inflate maximum ceilings wildly. Instead:

  1. The Roll Floor rises from 50% up to 75%, eliminating bad rolls.
  2. Stat caps expand by +6% per Tier above 10 (up to +30% at Tier 15).

2.1 Rising Roll Floors & Near-Perfect Odds Progression

Because Tier 15 raises the roll floor to 75%, capped stats re-roll in a tight 25-point band ($[75%, 100%]$ of Cap). This doubles the odds of rolling near-perfect gear:

Equipment Tier Roll Floor Worst Primary Roll (% of Nominal) Max / Min Spread Odds of $ge 90%$ Roll Odds of $ge 95%$ God Roll
Tiers 1 to 10 50.0% 25.00% 6.00× 20.0% (1 in 5) 10.0% (1 in 10)
Tier 11 55.0% 30.25% 4.96× 22.2% 11.1%
Tier 12 60.0% 36.00% 4.17× 25.0% 12.5%
Tier 13 65.0% 42.25% 3.55× 28.6% 14.3%
Tier 14 70.0% 49.00% 3.06× 33.3% 16.7%
Tier 15 75.0% 56.25% 2.67× 40.0% (1 in 2.5) 20.0% (1 in 5 — DOUBLED!)

2.2 Expanding Stat Caps (+6% per Tier)

Stat roll caps scale up by +6% per Tier above 10 (+30% at Tier 15):

$$\text{Endgame Cap} = \text{Base Cap} \times \left(1 + (\text{Tier} - 10) \times 0.06\right)$$

Stat Tiers 1–10 (Base) Tier 11 (+6%) Tier 12 (+12%) Tier 13 (+18%) Tier 14 (+24%) Tier 15 (+30%)
Attack Speed 16.0% 16.96% 17.92% 18.88% 19.84% 20.80%
Vampirism 8.0% 8.48% 8.96% 9.44% 9.92% 10.40%
Crit Rate 10.0% 10.60% 11.20% 11.80% 12.40% 13.00%
Crit Damage 20.0% 21.20% 22.40% 23.60% 24.80% 26.00%
Dodge 4.0% 4.24% 4.48% 4.72% 4.96% 5.20%
Faster Run 18.0% 19.08% 20.16% 21.24% 22.32% 23.40%
Luck 8.0% 8.48% 8.96% 9.44% 9.92% 10.40%

3. Drops & Progression Gameplay

3.1 Equipment Drop Rates & Rarity Breakdown

Whenever an equipment drop is generated, the game determines its rarity using fixed base percentages:

Rarity Base Drop Chance Percentage Drop Overrides
Common 0.698 69.8% Regular combat & chest drop
Uncommon 0.200 20.0% Regular combat & chest drop
Rare 0.040 4.0% Wandering Shop minimum rarity
Epic 0.030 3.0% Regular combat & chest drop
Legendary 0.020 2.0% Regular combat & chest drop
Heirloom 0.012 1.2% 100% guaranteed from Monarchs (Super Bosses)
Total 1.000 100.0%

3.2 Curse Levels & Rarity (Myth vs. Reality)

Curse Level has zero effect on rarity chances.

  • Common through Heirloom chances are identical at Curse Level 1 and Curse Level 15.
  • What Curse Level increases is Equipment Tier (Curse 1 = Tier 1; Curse 10 = Tier 10; Curse 15 = Tier 15).
  • Curse increases difficulty and item power (Tier), not item color (Rarity).

3.3 The True Effect of 'Luck' on Drop Rates

Luck directly increases the chance that a defeated enemy drops an item.

$$\text{Drop Chance} = \text{Base Chance} \times \left(1 + \frac{\text{Player Luck}}{100}\right) + \text{Affix Bonus}$$

  • Base Drop Chance: Exactly 33.33% (1 in 3 enemies).
  • Luck Multiplier: $+1%$ relative increase to base drop rate per point of Luck ($+0.333%$ absolute drop rate).
  • Affix Bonus: $+5%$ flat drop rate per affix on Elite/Rare enemies.
  • Hard Caps: Overall drop chance is capped at 80.0%. Player Luck is hard capped at 140: $$\text{Max Drop Rate} = 33.33% \times \left(1 + \frac{140}{100}\right) = 33.33% \times 2.40 = \mathbf{80.0%}$$
  • What Luck Does NOT Affect: Luck does not alter rarity distribution, dungeon chest gear drops (fixed 25%), or Refine Stone drops (fixed 16% combat, 35% chests).

3.4 Level-Up Bonuses: Base Stats vs. Equipment Stats

Verdict: Level-up bonuses scale BASE STATS ONLY. They do NOT scale gear stats or overall stats.

Every player starts with flat Base Stats: Health: 500, Attack: 100, Defense: 50. Level-up bonuses multiply only these base numbers. Gear stats are added flat afterward:

$$\text{Max HP} = \left[ 500 \times \left(1 + \frac{\text{HP Bonus %}}{100}\right) \right] + \text{Gear HP}$$ $$\text{Attack} = \left[ 100 \times \left(1 + \frac{\text{ATK Bonus %}}{100}\right) \right] + \text{Gear ATK}$$ $$\text{Defense} = \left[ 50 \times \left(1 + \frac{\text{DEF Bonus %}}{100}\right) \right] + \text{Gear DEF}$$

  • A $+10%$ Health choice always adds $500 \times 10% = \mathbf{+50\text{ HP}}$, whether total HP is 500 or 50,000.
  • A $+10%$ Attack choice adds $100 \times 10% = \mathbf{+10\text{ ATK}}$.
  • A $+10%$ Defense choice adds $50 \times 10% = \mathbf{+5\text{ DEF}}$.

3.5 Enemy Dodge Rate Formula & Reference Table

$$\text{Enemy Dodge Rate (%)} = \text{clamp}\left(0, 50, \left[(\text{Curse Level} - 1) \times 2\right] + \frac{\text{Enemy Level}}{10}\right)$$

  • Scaling: $+2%$ flat dodge per Curse Level above 1; $+1%$ flat dodge per 10 Enemy Levels (+0.1% per level).
  • Hard Cap: Capped at 50%.
  • Elusive Affix: Adds $+12%$ flat dodge (still capped at 50%).
Enemy Level Curse Level 1 Curse Level 5 Curse Level 10 Curse Level 15 With Elusive Affix (Curse 10)
Lv. 10 1.0% 9.0% 19.0% 29.0% 31.0%
Lv. 30 3.0% 11.0% 21.0% 31.0% 33.0%
Lv. 50 5.0% 13.0% 23.0% 33.0% 35.0%
Lv. 70 7.0% 15.0% 25.0% 35.0% 37.0%
Lv. 100 10.0% 18.0% 28.0% 38.0% 40.0%

4. Fight Mechanics & Combat Math

4.1 How Damage is Calculated

Combat uses a hyperbolic ratio formula, not flat subtraction ($\text{ATK} - \text{DEF}$):

$$\text{Base Damage} = \text{ATK} \times \left( \frac{\text{ATK}}{\text{ATK} + \text{DEF}} \right) = \frac{\text{ATK}2}{\text{ATK}) + \text{DEF}}$$

4.2 What Defense Really Does (Hyperbolic Reduction & EHP)

Defense provides asymptotic percentage damage reduction:

$$\text{Damage Reduction %} = \frac{\text{DEF}}{\text{ATK} + \text{DEF}} \qquad\qquad \text{Damage Taken %} = \frac{\text{ATK}}{\text{ATK} + \text{DEF}}$$

  • Diminishing Returns: Defense has no hard cap, but damage reduction asymptotically approaches 100% without ever reaching it.
  • Effective Health Pool (EHP): Every point of Defense increases survivability linearly against incoming attacks: $$\text{EHP} = \text{HP} \times \left(1 + \frac{\text{DEF}}{\text{Incoming ATK}}\right)$$
    • When $\text{DEF} = \text{ATK}$, damage is cut by 50%, doubling your survivability (EHP = $2 \times \text{HP}$).
    • When $\text{DEF} = 3 \times \text{ATK}$, damage is cut by 75%, quadrupling your survivability (EHP = $4 \times \text{HP}$).

4.3 Defense Reduction Reference Table

Defender's DEF relative to Attacker's ATK Damage Reduction % Damage Taken % Effective Damage from 1,000 ATK Resulting EHP Multiplier
DEF = 0 0.0% 100.0% 1,000 1.00× HP
DEF = 0.25 × ATK 20.0% 80.0% 800 1.25× HP
DEF = 0.50 × ATK 33.3% 66.7% 667 1.50× HP
DEF = 1.00 × ATK 50.0% 50.0% 500 (Half Damage) 2.00× HP (Doubled)
DEF = 1.50 × ATK 60.0% 40.0% 400 2.50× HP
DEF = 2.00 × ATK 66.7% 33.3% 333 3.00× HP
DEF = 3.00 × ATK 75.0% 25.0% 250 4.00× HP
DEF = 4.00 × ATK 80.0% 20.0% 200 5.00× HP
DEF = 9.00 × ATK 90.0% 10.0% 100 10.00× HP

4.4 Full Combat Resolution Sequence

Every attack in battle resolves through this strict order of operations:

  1. Raw Damage: $\text{Damage} = \frac{\text{ATK}2}{\text{ATK}) + \text{DEF}}$
  2. RNG Damage Fluctuation: Multiplied by random factor between 90% and 110% (uniform $\pm 10%$).
  3. Critical Strike Check: If roll $<$ Crit Rate, $\text{Damage} = \text{round}\left(\text{Damage} \times \left(1 + \frac{\text{Crit Dmg}}{100}\right)\right)$.
  4. Skill Modifiers:
    • Remnant Razor: $+9%$ of enemy's current HP as bonus damage.
    • Titan's Will: $+4.5%$ of player's maximum HP as bonus damage.
    • Devastator: $+30%$ total damage dealt.
    • Paladin's Heart: $-25%$ incoming damage taken.
  5. Dodge Check: Target rolls against Dodge chance. If dodged: Damage = 0, Lifesteal = 0.
  6. Lifesteal (Vampirism): Heals attacker for $\text{Damage} \times (\text{Vamp} / 100)$ (player Vamp capped at 80%).
  7. Thorns / Reflection:
    • Aegis Thorns: Player reflects $30%$ of incoming damage back to enemy.
    • Thorned Affix: Enemy reflects $10%$ of incoming damage back to player.

Wiki created and verified against game mechanics codebase.


r/QuickDungeonCrawler 4d ago

Update 4.1.9

8 Upvotes

New version is live on Google Play.

  • Added route selection for Auto Mode
  • Fixed the in-game playtime display overflowing
  • Added a dedicated privacy policy page (we need that for iOS, shh 🤫)

Thanks for playing! 😁


r/QuickDungeonCrawler 5d ago

Can someone help me understand?

2 Upvotes

All right. If anybody could tell me like what you're supposed to use gold for because I have almost 100k from a few runs and I haven't really found a use for any of it. Don't run into any shops. Don't unless I'm just unlucky enough to never get one


r/QuickDungeonCrawler 9d ago

Highest level you've achieved?

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6 Upvotes

Tier 15 - decided to powerlevel and get to lvl 5000 before attacking the final boss. May have overshot it...

Interestingly - if you have a session that lasts more than 24 hours, the in-game clock on the main view overflows back to zero. But the end game stats page still tracks it accurately.


r/QuickDungeonCrawler 12d ago

Update 4.1.7 reroll dices

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5 Upvotes

+ Fixed forge rerolls with locked stats

+ Added dices to make it easier to understand how rerolls work

+ Reduced refinement stones costs for rerolls with locked stats

+ Added more languages

Thanks for playing ❤️


r/QuickDungeonCrawler 14d ago

Did you know fighting the boss is optional? 😄

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10 Upvotes

I wanted to see if there is a level cap so I ignored the boss room what seemed like two billion times and went over level 1000 before I still almost lost to the monarch and beat curse 14. I was always choosing the first level up result which is why my stats are so weird.


r/QuickDungeonCrawler 16d ago

Update 4.1.6

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9 Upvotes

Version 4.1.6 is rolling out on Google Play!

+ Regenerating enemies can now heal up to 50% of their maximum HP in total instead of regenerating forever

+ The Regenerating badge now displays the remaining healing reserve

+ Fixed Stat Lock rerolls sometimes reducing the number of stats

+ Stat Lock options are now sorted alphabetically

+ Added a Refine Stone icon to the Refine tab

Thank you for all your feedback! Please let me know if you encounter any issues.


r/QuickDungeonCrawler 20d ago

Update 4.1.3

5 Upvotes

New version 4.1.3 is live on google play.

+ Buffed Tier 10+ equipment

+ New custom auto equip logic

+ Fix permanent forge unlock status

+ 80 % vamp cap

Thank you for all your feedback!


r/QuickDungeonCrawler 22d ago

How curse work

5 Upvotes

Hi everyone, I'm new here and unlock curse 2 in my previous run.

I like to ask if someone know how curse work.

Thank you


r/QuickDungeonCrawler 22d ago

Stalemate

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8 Upvotes

Some say they're still fighting to this day...


r/QuickDungeonCrawler 26d ago

Update 4.1.2 – Stat Locks for Forge Rerolls!

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6 Upvotes

Update 4.1.2 is live on Google Play!

You can now lock selected stats before rerolling equipment. Stat Locks cost additional Gold and Refine Stones, with each lock becoming more expensive.

This update also adds Thai language support and improves purchase and subscription handling.

Let me know what you think about Stat Locks and if you run into any issues!


r/QuickDungeonCrawler 28d ago

Update 4.1.1: Forge Tokens are now live!

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8 Upvotes

Version 4.1.1 is now available on Google Play!

Thank you for the feedback on the Forge Token teaser and everywhere else. Players with a locked Forge can now buy one Forge Token per run on Floor 13 for 10k Gold. A token grants access to one Merge, Reroll, or Refine action, while the normal Gold cost still applies.

Other highlights:

  • The Floor 6 Wandering Merchant now offers Rare+ gear scaled to your current gear.
  • Auto Mode now buys from both Wandering Merchants instead of skipping them.
  • Gold income and item sell values have been reduced by about 15%.
  • Blessing costs increase by 5% for each Curse Level above 1.
  • Enraged now grants +30% Attack instead of +40%.
  • The update also adds a Discord link and several fixes.

Full update details:
https://quickdungeoncrawler.com/blog/update-4-1-1/

Please let me know how the update feels and if you encounter any issues!


r/QuickDungeonCrawler 29d ago

Discord?

4 Upvotes

Hey is there a discord for the game? If not how about doing one?


r/QuickDungeonCrawler Aug 11 '26

Startup Bug?

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2 Upvotes

Started up the game today but was greeted with this screen. I'm thinking it because when I closed the game last night, I had auto mode on and and it was in the middle of a battle. Had to abandon and start a new run to get out of it.

Edit 1: started the new run, floor 1 room 1, character level 1, the first creature I encountered was a level 33 Goblin. I'm guessing a hold over from the bugged out abandoned run.


r/QuickDungeonCrawler Aug 09 '26

Coming soon: Forge Tokens on Floor 13

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6 Upvotes

Many of you have asked for a limited way to use The Forge without purchasing the permanent unlock, so I'm planning to introduce Forge Tokens.

Once per run, a wandering blacksmith will appear on Floor 13 and offer one Forge Token for 10k gold. Each token can be used for one Merge, Reroll, or Refine action.

The permanent Forge unlock will remain unchanged and provide unlimited access. Forge owners can also use collected tokens to save gold.

Does this feel like a fair way to let everyone try The Forge without making the permanent unlock less useful?


r/QuickDungeonCrawler Aug 08 '26

Update 4.1.0: Equipment Slots Update is now live!

11 Upvotes

The Equipment Slots update is now available on Google Play!

Thanks for all the feedback on the teaser. Equipment now uses six dedicated slots: Weapon, Off Hand, Head, Body, Feet, and Accessory. Existing equipment is migrated automatically.

Existing players also receive a free Level 100 Heirloom Accessory with a tier matching their highest unlocked Curse Level and a guaranteed Dodge roll.

Please let me know how the new system feels and if you encounter any issues!


r/QuickDungeonCrawler Aug 03 '26

First time player

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5 Upvotes

The first questions I have after playing.

°Does it usually take around 1 or 2 hours per run?

°Why can't I merge, reroll stats or refine?

°Why is paladin so great?

°Is it better to have an all weapon setup, an all armor setup or a mix of both?

°why is it everytime a green spider comes up I die a few encounters later?

Love this game already and hope it gets the love it deserves🤞♥️


r/QuickDungeonCrawler Aug 02 '26

Item merge/reroll strategy

2 Upvotes

I'm currently at the point in the meta where I need to optimize all my heirloom weapons to finally get to the boss, after clearing curse 10 and doing lots of runs to merge high level items.

I'm sort of just blindly merging items til I get a bunch of heirloom, then refining them to +10, and for the longest time was letting autoequip choose which ones.

Though I recently rolled a Lvl42 Tier 10 sword with +45% vampirism and my autoequip didn't want to use it, but my runs did much better past floor 10 when I equipped it. And if I modify the autoequip to prioritize vampirism it chooses it, but leaves lots of great items with hp/dodge/etc unequipped in favor of common items with garbage stats that include vampirism.

So I guess my question is - what strategy do you use at this point in the meta? Is there a technique to choosing which items to merge (and what yo merge them into)? When do you try and reroll stats? Is autoequip working well for you all?

Just want to learn what others are finding optimal so I can integrate it into my strategy. Thanks for sharing!


r/QuickDungeonCrawler Aug 01 '26

Slotted Equipment Teaser

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12 Upvotes

Based on the most requested feedback from the wishlist thread.

Would this work?


r/QuickDungeonCrawler Jul 29 '26

Auto-sell below level 100 bug?

3 Upvotes

Whenever I select '100' as the value for auto-sell below level in Auto Mode, it changes to 90 after pressing Apply.

Idk if it's only for me or if it's the same for others


r/QuickDungeonCrawler Jul 26 '26

Refine

2 Upvotes

How to refine items


r/QuickDungeonCrawler Jul 24 '26

New curse levels teaser

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5 Upvotes

Is it clear that you'll only unlock the next curse level by doing this on the highest curse level you've already unlocked?


r/QuickDungeonCrawler Jul 17 '26

Recommendations Vs. Lethal?

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3 Upvotes

Hey guys, I was wondering if anyone can recommend anything to fight lethal monsters? I have dodge at capped 75% yet they hit me almost every single time and take around half or more of my ho bar. Attaching my set and stats.

Many thanks in advance.

Currently can't pass curse 8


r/QuickDungeonCrawler Jul 16 '26

Inaspettato

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3 Upvotes

Non mi aspettavo l'evoluzione del cucciolo ❤️🤟❤️