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Explore. Battle. Loot. Repeat.

RPG Dungeon Crawler Pixel Art Roguelite
Coming to Steam Try the Demo → Join Discord

About the Game

EchoQuest is a procedurally generated dungeon-crawling RPG coming to Steam. Dive into mysterious caverns filled with monsters, traps, and treasure. Every run generates a unique dungeon with randomized layouts, enemy encounters, and loot drops.

Create a character, descend into the depths, and fight your way through increasingly dangerous floors. Find powerful weapons and gear, level up your abilities, and push deeper than you’ve ever gone before. With persistent cloud saves, your progress is always waiting for you.

Features

Procedural Dungeons

Every run generates a unique dungeon with randomized layouts, enemies, and treasure. No two runs are the same.

Pixel Art World

Handcrafted pixel art tilesets and sprites bring the dungeon to life with a classic RPG aesthetic.

Deep Progression

Level up your hero, find rare loot, unlock new abilities, and build your character across sessions.

Cloud Saves

Your progress is saved to your account. Pick up where you left off from any device.

Free Demo Available

Try EchoQuest right now in your browser. The full game is coming to Steam.

Active Development

New content, features, and improvements are added regularly based on player feedback.

Screenshots

Coming soon — gameplay screenshots and GIFs will be added here.

Update Log

Recent changes and improvements.

v0.27.1
Mar 15

Quality of Life Fixes

  • New characters now start with their weapon on the hotbar, ready to fight
  • Crafting UI shows material availability at a glance with color-coded ingredients
  • More reliable NPC conversations and faster dialogue loading
v0.25.0
Mar 10

Fillable Containers

  • Bottles, flasks & waterskins can be filled at water sources and fill points
  • Different liquids give different effects (heal, poison, mana restore)
  • Bitmask item flag system for flexible item properties
  • Mobile context-sensitive Fill button
  • Admin tools for fill point placement and flag editing
v0.23.0
Mar 4

Traps, Keys & Dungeon Lore

  • Full trap system with dodge checks, armor reduction, saving throws, and status effects
  • 7 trap variants: spikes, fire, poison, darts, ice, lightning, pressure plates
  • Click-to-disarm with class-based bonuses (Rogues excel)
  • Hidden traps, trapped doors, and key-locked doors
  • Flavor text zones with styled lore panels
  • Desktop app foundation with Steam integration groundwork
v0.22.0
Mar 3

Procedural Map Generator Overhaul

  • 4-layer map generation with visual depth (canopies, rooftops, floor detail)
  • Semantic building system for towns (tavern, blacksmith, temple, etc.)
  • Themed dungeon rooms (armory, library, shrine, prison)
  • 3 new map types: Cave, Ruin, Interior
  • 15+ subtype presets (Swamp, Crypt, Crystal Cavern, etc.)
  • Map duplication feature
v0.21.1
Mar 2

Mobile Polish & Visual Fixes

  • Mobile UI overhaul with responsive layout and crisp 3x sprite scaling
  • Fixed green line artifacts on mobile tile rendering
  • Custom pixel-art hover cursors for interactables and resource nodes
  • Fixed missing wall tiles, black map borders, and health bar depth
  • Cache-busting tileset URLs for fresh art on updates
v0.21.0
Mar 1

6-Layer Map System

  • Maps now support 4 tile layers: two ground layers for terrain details and two wall layers for visual depth
  • Wall 1 renders above players — walk under roof overhangs, tree canopy, bridges, and archways
  • Ground 1 adds detail overlays like dirt paths, puddles, shadows, and floor patterns
  • Fully backwards compatible with all existing maps
v0.20.1
Feb 28

NPC Behavior Admin Tools & Documentation

  • NPCs can now transition between maps on schedule — the innkeeper walks home at closing time
  • Full admin editor for NPC behavior: patrol waypoints, daily schedules, and cross-map movement
  • Comprehensive Level Editor Guide for all new world systems (NPC behavior, interactables, day/night, weather, hazards, packs, events)
v0.20.0
Feb 28

World Infrastructure — Living World Systems

  • Day/night cycle with dawn, dusk, and nightfall lighting — undead now spawn after dark
  • Dynamic weather: rain, snow, fog, and storms roll across outdoor maps
  • NPCs patrol, wander, and follow daily schedules — the blacksmith goes home at night
  • Overworld interactables: chests, doors, levers, signs, and switches in the open world
  • Environmental hazards: lava, poison, spikes, and ice zones deal damage and slow movement
  • Pack behavior & threat tables: enemies call for help and coordinate attacks
  • Dynamic world events: server-wide invasions, storms, and timed encounters
  • Improved pathfinding: enemies no longer get stuck on walls and corners
v0.19.13
Feb 28

Server & Client Memory Optimization

  • Eliminated thousands of per-second temporary allocations in enemy AI, pathfinding, buffs, and position broadcasts
  • Resource nodes and collision grids properly cleaned up on map leave and dungeon completion
  • Numeric spatial grid keys, reusable broadcast arrays, and in-place mutation across all hot paths
v0.19.12
Feb 28

Memory & GC Hygiene

  • Pre-allocated input cursors — keyboard merging no longer allocates objects every frame
  • Numeric fog tile keys — fog-of-war uses integer math instead of string allocation, reducing GC pressure during exploration
  • Fixed explored fog areas resetting when transitioning between maps
v0.19.11
Feb 27

Advanced Rendering & Device Adaptation

  • Three-tier device detection — game auto-tunes pool sizes, fog quality, and VFX based on your hardware
  • Coin and item pickup object pools — loot drops recycle sprites instead of creating/destroying, eliminating GC stutters
  • Animation distance culling — distant visible entities pause animations to save GPU work
  • Fog of war Web Worker — raycasting offloaded to a background thread using typed arrays and zero-copy buffers
  • Off-screen coin/item physics culling — physics bodies disabled for objects outside the viewport
v0.19.10
Feb 27

Database & Caching

  • Achievement perks 60s TTL cache — eliminates ~50 DB queries/sec per player in combat
  • SpawnZone single JOIN query — map join goes from 11 queries to 1
  • Inventory save multi-row INSERT — auto-save goes from 31 queries to 2
  • Quest objectives, recipe materials, and crafting material counts batched with ANY() and GROUP BY
  • NPC shop items 5-min TTL cache with invalidation on buy/sell
  • Performance indexes on characters.current_map, character_inventory, and character_achievements
v0.19.9
Feb 27

Client Rendering Pipeline

  • Camera-viewport entity culling — off-screen enemies, NPCs, and players skip rendering entirely
  • Object pooling for damage numbers and VFX — zero allocations during combat, eliminating GC stutters
  • Incremental fog of war updates — only changed tiles are redrawn instead of the entire explored area
  • Health bar dirty-flag optimization — idle entities skip redundant position and width calculations
  • Mobile rendering reduction — adaptive pool sizes, fewer fog raycasts, and non-essential VFX skipped on phones and tablets
v0.19.8
Feb 27

Network Protocol Optimization

  • Viewport-scoped enemy positions — you only receive updates for enemies near your character, not the entire map
  • Viewport-scoped combat events — damage numbers, deaths, spawns, and boss events only sent to nearby players
  • Viewport-scoped minion events — minion positions, spawns, and state changes filtered by proximity
  • Viewport-scoped harvest events — node hit/depletion animations only broadcast to nearby players
  • New emitToNearby() spatial-grid broadcast — O(nearby) event delivery replaces O(all) for most game events
v0.19.7
Feb 27

Server Game Loop Optimization

  • Tiered AI tick rates — idle enemies far from players use less server resources; combat stays at full speed
  • Empty map skipping — maps with no players are skipped entirely, saving CPU every tick
  • Boss AI now uses spatial grid for fast player targeting instead of scanning all players
  • Map dormancy — empty maps automatically free memory after 60 seconds; wake instantly on join
  • Graceful degradation — server auto-sheds non-critical work under heavy load to keep combat smooth
  • Zero-copy player data in AI loop — eliminated unnecessary object cloning every tick
v0.19.6
Feb 27

Performance Profiling & Optimization Prep

  • WebSocket compression enabled — large payloads (combat data, map info) now compressed automatically
  • Static asset caching extended to 7 days for faster load times on repeat visits
  • F3 debug overlay for admins — live FPS, ping, sprite count, texture memory, and network stats
  • Server-side profiling: AI tick subsystem timing, database query audit, and network bandwidth metrics
  • Database query guard: runaway queries now auto-cancel after 30 seconds
v0.19.5
Feb 25

Harvesting, Skills & Collision Fix

  • Right-click resource nodes to harvest (desktop); progress bar shows gathering status
  • New Skills tab in character sheet shows profession levels and XP progress
  • Golden hand cursor on interactive objects (NPCs, nodes, chests, levers)
  • Walk-to-harvest: click a distant node and auto-walk to gather
  • Collision body fix: characters no longer clip through rocks or get stuck on walls
  • Map editor works with generated dungeon maps
v0.19.3
Feb 25

Bug Fixes & Polish

  • Spells tab now correctly shows item spells only, not other classes' abilities
  • Vendor shops (Greta, Marcus) accessible via "Browse wares" in dialogue
  • Hotbar assignments persist through "I'm Stuck" and death/respawn
  • Auto-attack removed — combat is now fully manual for tactical gameplay
  • Connection auto-recovery when returning to an idle browser tab
  • "EchoQuest" branding consistency across all screens
v0.19.2
Feb 24

Dungeon & Stability Fixes

  • Dungeons fully playable — floors, enemies, objects, and UI all render correctly
  • Overworld enemies spawn properly in Whispering Woods and Thornwood Forest
  • "I'm Stuck" no longer resets stats, equipment, or inventory
  • Healing potions usable, chat restored, tavern exit fixed
  • Server memory leak mitigations for extended play sessions
  • Improved rate limiting — per-user tracking, failed requests excluded
v0.19.1
Feb 23

Quest System Fixes

  • Quest rewards (XP, coins, items) now properly granted on completion
  • Collect quests track progress from harvesting and skinning
  • NPC quest markers (! and ?) now accurately reflect quest state
  • Daily quest cooldowns enforced; markers reappear when ready
  • High-level players can now accept lower-level quests
v0.19.0
Feb 23

Forest Trails & Multi-Hit Harvesting

  • Forest maps now generate winding dirt trails with smooth grass-to-dirt transitions
  • Dead-end branches split off the main path for exploration
  • Resource nodes require multiple swings to harvest
  • Higher gathering skill means faster harvesting and better drop rates
v0.18.0
Feb 22

Quest Content Expansion

  • 20 quests: main story chain from Millhaven to the Dark Lord
  • Side quests and daily challenges from village NPCs
  • Explore objectives track your progress as you travel
  • 5 quest-giving NPCs including new Alchemist Thea
v0.16.0
Feb 21

Harvesting, Crafting & Dungeons

  • Gather ores and herbs — level up Mining & Herbalism
  • Craft weapons, armor, and potions at NPC stations
  • Materials and potions stack up to 99 per slot
  • Instanced dungeons with puzzles, traps, and bosses
v0.15.0
Feb 21

Buffs, Potions & Patch Notes

  • Buff/debuff system with visible duration timers
  • Healing Potions as starter item for all classes
  • In-game "What's New" patch notes screen
  • Rebuilt NPC dialogue and shop windows
v0.14.0
Feb 20

Discord & Bug Fixes

  • Game updates now auto-post to Discord
  • Fixed characters becoming permanently transparent
  • Spawn point editor improvements
v0.13.0
Feb 19

Rings & Equipment

  • Two ring equipment slots
  • Redesigned character panel with improved inventory and stats
v0.12.0
Feb 18

Server-Side Health & Abilities

  • Health tracked server-side for fairness
  • All 24 class abilities now data-driven
  • New admin spell and ability editor
v0.10.0
Feb 14

Classes, Mobile & Rebrand

  • 6 playable classes: Warrior, Mage, Rogue, Necromancer, Cleric, Ranger
  • Mobile joystick and skill bar
  • AI enemies with pathfinding and line of sight
  • Discord bot integration

FAQ

When does EchoQuest release?

EchoQuest is coming to Steam. A release date hasn’t been announced yet. In the meantime, you can try the free demo in your browser.

Is there a demo?

Yes. A free browser demo is available at play.echoquest.net. Create an account to save your progress across sessions.

What platforms will EchoQuest be on?

The full game will launch on Steam for PC. The browser demo is available now on desktop, tablet, and mobile.

How do I report a bug?

Join our Discord and post in the EchoQuest feedback channel, or email [email protected].

Ready to Explore?

Coming to Steam — try the free demo now.

Play the Demo →