thimble dungeon
About game

a snack-sized auto-battler roguelite. pick a path, watch your party work, and pray they reach the stairs. every run is just a few minutes. you'll die. you'll get stronger. you'll delve again.
unlock heroes— knight (tank), archer (range), wizard (spells)
unleash them— your party auto-battles every wave; you fire the clutch abilities
pick a path— combat, elite, merchant, campfire, chest, and more
draft upgrades— pick run-changing ability cards between waves and from chests & merchants
bank souls— every run feeds the souls tree, win or lose

your party moves, targets, and swings on its own — no micro, no babysitting. you watch. then, at the moment that matters, you fire: the knight's slam, the archer's volley, the wizard's nova, each on its own cooldown. slow time to a crawl, line up the save, and let it rip. that 10% is the difference between a wipe and a clean run.
slime caverns → goblin warrens → haunted halls → necropolis → the frozen deep → infernal depths. six themed biomes, six bosses, each nastier than the last. clear them all to unlock ascension— and the runs that never really end.

souls tree — bank souls every run, win or lose, and spend them on permanent per-class upgrades
ability cards — augment your heroes' abilities mid-run, drafted from chests and merchants

8×8 sprites in bold, biome-colored rooms. pause anytime to actually think (or check your phone — we won't tell). every menu, shop, and tree is built in the same chunky pixel style. no jarring ui in sight.
wishlist now and delve when it drops.
Player Activity
Monthly stats
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About thimble dungeon stats
gmCharts tracks thimble dungeon Steam player activity, including current players, 24-hour peak, 30-day peak, and recent player trends.
gmCharts

