Three lengths, written to be used as they are. Copy them, cut them, quote them — no approval needed.
One line21 words
Shadows of the Dungeon is a first-person tactical dungeon crawler where four condemned prisoners fight their way out of the fortress built to bury them.
Shortabout 60 words
Shadows of the Dungeon is a first-person tactical dungeon crawler for PC. Build a party of four, explore hand-built 3D dungeons step by step on a 90-degree grid or in free movement, and fight in real time or with optional tactical pause under a ruleset based on the SRD 5.2.1. Torches burn down, wounded monsters run for help, and resting where you stand is a gamble.
Fullabout 180 words
Shadows of the Dungeon is a first-person tactical dungeon crawler built by ZART GAMES alongside a circle of specialized external contributors. Four prisoners are stripped of their names and thrown into the pits beneath Torment Keep, and the only way out is down.
Players create a starting party of four with point-buy character creation across 9 species and 12 classes, then descend into hand-built 3D dungeons of crypts, sewers and collapsed halls. Exploration can be played the classic way — step by step, locked 90-degree turns, mapping as you go — or in free first-person movement, switched at any moment. Combat runs in real time or through an optional tactical pause on the 5th-edition action economy: actions, bonus actions, reactions, Weapon Masteries, saving throws, spell slots, Metamagic and Wild Shape, all under a ruleset based on the SRD 5.2.1.
Light is a resource and torches burn out. Companions found in the depths join the camp roster, where trust and conversation open up between rests — and where sleeping in an occupied dungeon invites an ambush. A free playable prologue covering two full dungeon levels will soon be publicly available to download on Steam for all players.
Features
The systems that are built and playable today, not the roadmap.
Two ways to walk a dungeonClassic grid movement with locked 90-degree turns, or free first-person movement with 360° free-look — switched on the fly, mid-corridor.
Real-time combat & tactical pauseActions, bonus actions, reactions and Weapon Masteries on weapon-speed timers. Fight in responsive real time or pause at any second to plan spells and coordinate the party.
Party of four, up to six in battlePoint-buy creation across 9 species and 12 classes, companions rescued in the depths, and a three-rank marching order where frontline tanks protect casters from frontal assaults.
Light you can run out of & AutomapTorches burn down, an in-game minimap and full interactive automap reveal the labyrinth step by step, and secret doors stay secret until somebody searches for them.
Hand-built 3D levelsModular crypts, sewers and halls with dynamic lighting, positional audio, wall levers, pressure plates and spike pits — no asset-pack dungeons.
Camp, rest, and the risk of itRecover hit points and spell slots at the fire, swap the active party, hear companions talk — and accept the odds of being ambushed in your sleep.
Survival on top of the sheetHunger, exhaustion, carrying capacity, attunement, and conditions from poison to blindness that change how a fight goes.
Monsters that behavePatrol routes, lethal ambushes, flank attacks that punish an exposed rear rank, and wounded enemies that break and run for reinforcements.
Story
The premise, as it plays out in the opening minutes.
Torment Keep, Kingdom of Varnath, year 412 of the Calendar of Ashes. Famine and rebellion grip the realm, and order is kept with scapegoats. The accused — scoundrels, deserters, agitators, or simply the unlucky — are dragged in chains to the fortress and struck from the record.
Four of them are stripped of their names and dropped into the sewers beneath the keep. A portcullis slams shut. The torches die, and when the flames catch again they burn an unnatural cobalt blue.
Discarded children of the light, welcome to the real darkness. Do not seek redemption — you will find none. This is my chessboard, and you do not know the rules.The voice in the dark, opening cinematic
These are not heroes on a noble quest. They are condemned prisoners trying to stay alive: map the depths, disarm what is meant to kill them, free whoever else is still down there, and work out who is running the labyrinth from the shadows.
Screenshots
Captured in-engine at 1920×1080. Click any image to download the full-resolution file; the ZIP at the top of the page contains all of them.
Three lockups of the game logo and the studio mark, plus cover art and key art. Use the version that suits the background — do not rebuild one from another.
Short version: place the logo on a dark ground, give it room, and change nothing about it. The rules below are what we ask of partners, storefronts and press.
Clear space
Keep a margin on all four sides equal to the height of the letter S in SHADOWS. Nothing enters it: no text, no border, no edge of the page.
Minimum size
320 px wide on screen, 45 mm wide in print. Below that the ornament in the lettering fills in — use the flat version instead.
Backgrounds
Dark, low-contrast grounds only: black, dark stone, or an image dark enough for the gold to hold. On busy or light imagery use the keyline version.
The studio mark
White on dark, black on light, never any other colour. Clear space equal to the height of the Z. Below 32 px use the reduced mark without the terminal stroke — ask us for the file.
clear space = height of the Sminimum width 320 px
gold logo on a dark ground
gold on a pale ground
stretched or squashed
recoloured or filtered
rotated or tilted
Colours
#E8C078gold, highlight
#C8A860gold, mid
#B08A46gold, shadow
#0B0A09pitch, ground
#EDE7DAbone, text
Typefaces
The game logo is drawn lettering, not a font — do not set the title in type and call it the logo. Display type in game materials is Cinzel Decorative; the studio uses Satoshi across its own identity. Neither is required to write about the game.
Writing the names
Use
Correct
Not
Game, in running text
Shadows of the Dungeon
Shadows Of The Dungeon, SotD, Shadow of the Dungeon
Studio
ZART GAMES or ZART Games
ZartGames, Zart
First mention
Shadows of the Dungeon, by ZART GAMES
any publisher credit — the game is self-published
Ruleset
based on the SRD 5.2.1, compatible with 5.5e
official D&D game, licensed by Wizards of the Coast
About ZART GAMES
The studio behind the game. Boilerplate below is cleared for reuse.
Studio boilerplateabout 65 words
ZART GAMES is an independent game studio founded in 2026. The studio name stands for Zolt Anim Round Table — a table with no head, reflecting a collaborative philosophy where the core team works alongside a trusted circle of specialized external contributors. Its debut game, Shadows of the Dungeon, is a first-person tactical dungeon crawler built in Godot 4 and C#.
Everything in the game is made for the game: 3D environments, weapons and creatures modelled and rigged in Blender, interface and portraits finished in Photoshop, an original dark-ambient score and positional sound effects produced in-house, and a modular C# codebase covered by an automated headless test suite.
Manuel "Anim" Del BonoCo-founder — design, art direction, marketing
Alessandro "Zolt" PacificoCo-founder — development, systems integration, engineering
External ContributorsSpecialized collaboration across 3D art, concept art, audio, music, and localization
Permissions
What you may do with this material, in plain terms.
Yes: use the screenshots, key art, logos and text on this page in articles, reviews, previews, videos and streams about the game, including monetised ones. You do not need to ask, and there is no embargo on anything published here.
No: modifying the logos, using them to endorse a product or service, implying a partnership that does not exist, or reselling the assets as your own.