Strowl: The Dungeon Lands
Loading game for the first time...
Strowl: The Dungeon Lands is an open multiplayer dungeon crawler where you can join up, or go solo, to explore The Dungeon Lands. Progress your character by unlocking items dropped by rare, hidden, or challenging bosses. Put together the perfect build for the encounter or with your team composition by purchasing or trading items.
| Updated | 3 hours ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | aceysmith |
| Genre | Role Playing |
| Made with | PixiJS |
| Tags | 2D, Dungeon Crawler, Fantasy, Indie, Multiplayer, Pixel Art, Real-Time, Roguelite, Top-Down |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse, Gamepad (any) |
| Multiplayer | Server-based networked multiplayer |
| Content | No generative AI was used |
Development log
- Biggest Gameplay Update Yet?15 days ago
- Mobile Support and other QoL improvements85 days ago
- Zone updates, New Items, Improved OnboardingFeb 24, 2026
- Bug fixes and performance optimizationsJan 19, 2026
- New zone! New Items! Old You!Jan 04, 2026
- More QoL improvements!Jan 01, 2026
- Healing RevampDec 26, 2025
- QoL improvements and Item tweaksDec 18, 2025




Comments
Log in with itch.io to leave a comment.
[version 1.0.0] - Really fun dungeon crawler with light rogue-lite vibes. Bosses are great, builds are fun to mess with, and the built-in online co-op makes the quick runs even better. Bosses spawn randomly, drop new gear, the final room hits hard, and there are updates and tons of potential ahead.
Movement feels rather slow and sluggish. Should every step be processed by the server and sent to the client?
Also, overall, movement control is quite inconvenient and very limiting.
Thanks for the feedback! There are items that can increase your movement speed, but yeah I agree walking around still feels a little slow. I want aggroing a mob to feel dangerous so I don’t want the player to be able to easily outrun them, but having mob speed turned up feels super punishing because you can’t react fast enough to outrun them. Maybe there’s an out of combat movement speed?
I wasn't even referring to the walking speed, but rather how it works. The player can't walk diagonally; when changing direction, the character first turns and only then starts walking.
While the game is still designed to have an orthogonal grid, I've done a good bit to improve the responsiveness while moving and turning. I'd love to get an updated opinion if you have the time, thanks!
I still have the feeling that all my actions are only completed once the server confirms them. That's probably why everything in the game feels so slow. I think my ping is high.
Yeah, it is a server authoritative so that’s likely it. Thanks for the feedback and follow up though! If the game ever gets some traction, deploying to more regions to improve latency for players is definitely high on the list!