Brough Dungeon is a small turn-based dungeon crawler on a 9x9 grid. Every time you take a step, each monster on the floor gets a turn too, so every move is a little puzzle. You collect purple gems, earn single-use spells and look for the exit tile on each floor. It is the finished game from Jeremiah Reid’s open-source tutorial on building this kind of compact roguelike in plain JavaScript, with its own pixel art and sound effects.
How to Play Brough Dungeon
Press any key on the title screen to begin. You start with three hearts, shown as red dots under your character, and one random spell listed on the right. Move with W, A, S and D. Walking into a monster attacks it for one point of damage and stuns it for a turn.
Each floor has three gems. Every gem adds a point to your score, and every third gem grants another spell. Number keys cast the spell in that slot, and casting uses up your turn.
New monsters appear as a swirl and wait two turns before they act. Find the exit tile to move down a level, and you heal one heart on the way, up to a maximum of six. Clear the sixth floor to win the run. If your hearts run out, the game ends and any key takes you back to the title screen and the score table.
Brough Dungeon Controls
| Action | Keyboard |
|---|---|
| Move or attack an adjacent monster | W A S D |
| Cast the spell in a slot | Number keys 1 to 9 |
| Start a run or go back to the title after dying | Any key |
Tips and Strategies
- Let monsters come to you. Attacking first stuns the target, so step next to a monster only when you can strike before it does.
- Learn each monster’s habit. One kind moves twice if it did not attack, one acts only every other turn, one chews through walls to heal, and one wanders at random.
- Use walls as weapons. The quake spell hurts monsters more the more walls surround them, so cast it when enemies sit in corners.
- Save the dash for long corridors. It slides you in your last direction until you hit something, then stuns and hurts every monster next to where you stop.
- Keep a reset handy. Mulligan builds a fresh layout of the same floor and leaves you with one heart. It is a last resort, but you keep your other spells.
- Leave once the gems are gone. New monsters keep arriving faster, so a quick exit is usually safer than a full fight.
Features
- Fifteen spells, including teleports, bolts that fly in straight lines and diagonals, a short shield and one that clears every inner wall.
- Five monster types with different movement rules.
- Random floors that are rebuilt each level, always with every open tile connected.
- Local score table that tracks runs, scores and winning streaks.
Tested and updated:













