How to Play Step Dungeon

You should know up front: this is not an RPG. This is a puzzle game — about everything RPGs are made of.

The swords, the wolves, the quests, the gold — it's all here, and none of it asks for quick fingers. Every level is a riddle built from RPG pieces: the fights are math, the monsters are clockwork, and the dungeon holds perfectly still while you think.

The one rule everything follows

Time passes in ticks, and exactly one tick passes per step you take. You move first; then the world answers — patrols advance one tile, hunters close in, plates feel whoever stands on them. Stand still and the world waits with you, forever. And walking back the way you came doesn't just retreat — it rewinds the world one tick. The wolf un-steps, the coin returns to the floor, the crumbled bridge knits itself back together. Undo isn't a button here; it's a place you can walk to.

The dead-end rule: since retreating always un-does, progress only comes from stepping somewhere new. A treasure at the bottom of a dead-end corridor is a trap — anything worth keeping must be collected on a loop. Before entering a one-way-in passage, ask what's at the bottom of it.

Controls

Step

Arrow keys or WASD; on phones, swipe. Hold a direction (or the d-pad) to keep walking until you hit a wall.

Rewind

Step back onto the tile you came from — or press Z, R, or Backspace to rewind one tick from anywhere. Even a defeated hero can walk backwards out of the mistake.

Confirm

Enter or Space — dismiss dialogs, advance after a win, re-enter a portal underfoot.

Reset

↺ Reset Level starts over from scratch. Unlike a rewind it can't be undone, so it asks first.

Field guide: the world

The exit

Reach it to win. A red-tinted padlock means it wants a specific key first — you can't even step on it until that key is in your pack, when it swings open and glows green.

Doors

A door and its key always share a color — the key's name is the color. Doors stop you until you hold the key, and stop monsters forever.

Gates

Open and close by channel, wired to levers and plates. Bars only ever block entry — a gate never slams shut on someone standing in it.

Levers

Step on one to flip its channel; it stays where you left it. Careful in tight quarters — stepping back off a lever the way you came is a rewind, which un-flips it.

Pressure plates

Hold their channel open only while something stands on them — and "something" includes monsters and boulders. Luring a patrolling wolf across a plate at the right tick is an intended solution.

Rickety bridges

Bear your weight exactly once: the plank crumbles the moment you step off it, for everyone — including the wolf chasing you, which is sometimes the point. An island with one bridge is a place you visit once.

Ice

Step on and you slide until something stops you — ground, a wall, a monster (that's a fight), or a portal. The whole slide is one tick, and you only pick up items where you stop: gliding over a coin leaves it behind. Pushing back the way you slid retraces the slide as one rewind.

Thorns & spikes

Walkable, but stopping there costs 1 HP — brambles above ground, iron spikes below, same rule. Monsters stroll through unbothered. They can kill; budget accordingly.

Cracked rock

Impassable until you hold a pickaxe, then one swing breaks it into floor — but the swing costs a full tick standing still, and the world moves while you mine. Digging under a patrol's nose is a timing puzzle.

Portals

Color-matched pairs: step in one, appear at its twin. A portal jump is the one move no direction can walk back through — a ↩ marker appears while you stand on the far ring; click it (or Enter) to undo the jump.

Boulders

Push one tile per shove, Sokoban-style. They skid across ice, ride portals, weigh down plates permanently, and — shoved into a chasm — fill it into a floor you can cross. Monsters can't push them, so a parked boulder is a wall of your own making. Park thoughtfully.

Field guide: the pack

Swords

Raise your attack. In a fight both sides trade blows every round, so hitting harder means fewer rounds — and fewer rounds means less damage taken.

Shields

Raise your defense: every point shaves a point off every blow you take, every round. Against a long fight, armor is worth more than it looks.

Potions

Heal on pickup — but only up to your maximum. Drinking at full health wastes the healing, which makes when you walk over one part of the puzzle: bleed first, drink after.

Heart containers

Raise your maximum HP and heal the same amount. The deep levels are tuned so finely that skipping one is provably fatal.

Keys

Open the door, chest, or exit drawn in their color. Some are found on the ground, some are quest rewards, some are carried by monsters who won't hand them over politely.

The pickaxe

Lets you mine cracked rock. One swing, one tile, one full tick.

Coins & chests

Every coin and chest wears a chip showing exactly what it's worth — you can plan an economy from what's on screen. Chests may also hold keys or hearts (the tooltip names the contents), and some want a key of their own.

Shop wares

An item with a price tag buys itself when you walk over it with enough gold — and politely lets you pass if you're broke. Some levels have exactly enough gold for what must be bought, and tempting wares placed precisely to bankrupt you.

Quest items

Visible but sealed — dimmed and untouchable — until you've accepted the quest that asks for them (no rifling the mayor's strongbox before he asks). Once the quest is active they sparkle until collected.

Field guide: the locals

Patrollers

Walk a fixed loop, one tile per tick, forever — and the whole route is drawn on the floor as faint pulsing prints, moving in the walking direction. The route is public; the timing is the puzzle.

Hunters

Give chase when you come within their range, pathfinding properly around walls and corners. Slip beyond their reach and they hold position wherever the hunt left them — which is baitable, and some levels expect you to bait it.

The badge tells the truth

Every monster wears its ♥ health and ⚔ damage, tinted by how a fight would end for you right now: green you win, red you die, amber you both fall. If it's red, the level is telling you a sword or a heart comes first.

Quest givers

A golden ! means work: fetch shards, gather coins, or just carry a word across the map. Rewards range from gold to keys to reforged blades, and finished favors can wake new ones — some villagers only speak once another quest is done.

A few of the locals you'll meet along the way — all hand-drawn:

Combat is arithmetic, not action

Walking into a monster resolves the entire fight instantly: simultaneous blows, round after round, until one side (or both) falls. No retreating mid-fight, no whittling a monster down across visits — the outcome is pure math from the stats going in, and the badge has already done the math for you. The real combat puzzle is pickup order: a hound that costs 6 HP bare-handed costs 3 after the blade; a captain who'd execute you in the open is a fair duel in a breastplate.

Stars and par

Every level carries a par — the length of the shortest possible solution, found by a solver that exhaustively searches the level (it's how we know every level is genuinely beatable; the story is on the About page). Finish within about 5% of par for ★★★, within 40% for ★★. And because rewinding erases moves from your path, stars judge your final route, not your journey: explore freely, blunder freely, rewind it all, and walk the clean line at the end.

Seven tips from the level designers

Make your own levels

Everything above is yours to design with: the level editor runs in the same browser tab, with paint-on terrain, monsters, quests, hints — and a Check button that runs the actual solver on your draft, so you know it's solvable (and its exact par) before a single player tries it.

▶ Play Step Dungeon — free, in your browser