Sunken Realms: A Quick Look at Mechanics and Gameplay
We explore the mechanics and gameplay of this single-author dungeon crawler ARPG. This overview delves into the game's procedural worlds, complex stat customization, and unique risk-reward dynamics.
The dungeon changes order each time, but the sections stay the same
Aedaria is constructed from 109 hand-drawn rooms, divided into six fixed sections with approximately seventeen room types each plus a few extra variations: what changes with each descent is the order in which they appear, not their contents. Knowing the sections helps you predict what to expect, even if the exact sequence is always new.
Descend, resurface, upgrade: don't get greedy on your first run
The right pace is to descend, survive, return, and spend what you've collected at camp before pushing on to a higher difficulty. On the first descent, it's not worth risking everything for an extra piece of equipment: collecting materials and returning alive is worth more than an ambitious loot lost with the character's death.
Open with a spell, close with melee
The most effective combat pattern is to open the engagement with a spell that stuns or keeps the enemy at a distance, and then close with the melee weapon while he's still recovering. Glis, the bright spark that accompanies Alric, helps locate the dungeon's keys and allows you to revive if you fall: it's worth keeping an eye on her rather than ignoring her as a mere prop.
Mix melee, bow, and Forgotten Magic instead of specializing right away
Alric can alternate between melee strikes, ranged arrows, and Forgotten Spells that you can recover while exploring: tactical freedom rewards those who change their approach based on the enemy, not those who rely entirely on one style from the first rooms.
On the surface, the base camp serves more purposes than it seems
Returning to the surface is not just a break: at the camp, you rest by the fire, talk to your companion, cook meals, brew potions, trade, and boost your stats at the Soul Forge. It's worth spending some time before diving back into the dungeon, rather than immediately starting out with full pockets and no fresh supplies.
Climbing and the treasure room have been overhauled since launch
In the first few weeks after release, solo developer Brad Warren has substantially revised the climbing and grabbing system, as well as making the Treasure Room mechanics more robust and reducing loading times between floors: those who tried an earlier version will notice a different management of verticality than the initial one.



















