Dungeon Call
A roguelike about pressing your luck one room too far. Runs are short, deaths are yours, and the dungeon remembers — every loss is legible, and you can always name the decision that killed you.
A roguelike where the dungeon remembers what you refused to face — and builds the next floor out of it.
An independent studio in the United Kingdom, building games end to end — design, code, art direction and release — so nothing gets diluted between an idea and the thing you actually play.
Systems built to be understood, not survived. If a mechanic needs a wiki, it needs another pass.
Dread and warmth in the same room. The dark only works if there is something in it worth protecting.
No publisher, and no roadmap written by someone who has not played it. Slower, and ours.
Two worlds in active development. Wishlists and follows fuel the fire — every one helps.
A roguelike about pressing your luck one room too far. Runs are short, deaths are yours, and the dungeon remembers — every loss is legible, and you can always name the decision that killed you.
Liminal horror exploration. Rooms that should not connect, connecting — and something keeping count of how many you have walked through. Quieter than it sounds, and worse for it.
A glimpse of the art, worlds and streams behind our projects — a gallery that grows as we build.
Founder, developer, and the dragon you will meet on stream.
Flux builds Fluxion's worlds in the open — design decisions, dead ends and all — because watching a thing get made is half the reason to care about it.
Portrait by Kara Arts
The artists and creators whose commissioned work brings Fluxion to life — credited with thanks.
Collaborations, press, voice & art commissions, or just to say hello — the door's open.
Say hellocontact@fluxioninteractive.net