- Deep Dish Dungeon releases on October 13th! - 27 August 2026
Dungeoneers, time is drawing near. Pack your most useful tools and get ready to venture into places where few adventurers have dared to go. You’ll be able to explore the dark corners and bountiful depths of Deep Dish Dungeon on October 13th, 2026! Our release date has been revealed at the Microsoft Gamescom Broadcast, with a brand new trailer. If you still haven’t learned the ropes, remember our demo is available. Are you and your friends brave enough to uncover the mystery of the dungeon? https://store.steampowered.com/app/2871520
- Thanks for a great Steam Next Fest! - 23 June 2026
We’ve had a fantastic Steam Next Feast – I mean, Fest – and we’d like to thank you all for playing our demo and sharing your feedback. Every piece of feedback, however small, helps us stay on the right track to create the Deep Dish Dungeon you want to see (and explore!). We're also proud to be among the top 50 most-played demos in this Steam Next Fest!! Our demo will stay for the next weeks, so if you didn't have a chance to play until now, you still have the opportunity. Again, a massive THANK YOU from Behold Studios and Raw Fury! https://store.steampowered.com/app/2871520
- Steam Next Fest is here! Play our updated demo - 15 June 2026
We're super excited to be part of the Steam Next Fest with an updated demo! Your invaluable feedback over the past months has helped us better understand what you want to see in Deep Dish Dungeon and fine-tune the experience. Keep in mind this is just the beginning! Read more about the demo here: A new dev post by Saulo Camarotti, Creative Director Full patch notes covering major updates, important changes and bug fixes See you in the dungeon!
- Deep Dish Dungeon Demo - Update (v1013) - 15 June 2026
Dungeoneers, we've updated our demo for the Steam Next Fest! New Features Spoil food system: Food can get spoiled over time (one item food at a time, usually around 20 minutes). Food Baskets keep them fresh for at least 1 hour. All food, all raw and some cooking ingredients can get spoiled; herbs and some dry ingredients don't get spoiled with time. Improvements in Combat: Camera shake when hit and when attacking, Skeleton hit anim improvements, interrupt ongoing attacks Bat and Scorpion can now be harvest after they're dead; they don't drop food anymore. Bat Carcass and Scorpion Carcass added to Cooking Table recipes: Scorpion Tail is now a recipe for the cooking pot. Food now burns in Rotisserie if left unattended for too long; fixed effects and SFX for when the food is ready and/or burning Controller support Important Changes Users now can rejoin a lobby: the game now checks if the u…
- Dev Blog #9 - Steam Next Fest Demo Updates - 12 June 2026
Hey all! This time I'm not here for a blog post, but some dev updates! We're very excited to let you all know that we'll be part of the Steam Next Fest, from June 15 to 22. Seeing all your amazing feedback on the demo we put out a couple months ago, we decided to make some changes to improve the overall experience, and certainly, this will also help us shape the full game. Part of our team is working on supporting new platforms and ways of playing the game. We have added controller support, and we're working hard so the full version of our game will run perfect on the Steam Deck. One thing that most of you asked for is the ability to save your progress in the demo. We already had that on the full game, but for some crazy mind blogging decisions, we thought the demo didn't need that, considering its short playthrough. But anyhow, we added the save system to the demo as well. Feel free to…
- Dev Blog #8 - A Dungeon That Feels Real - 5 May 2026
Hey everyone! First of all, I wanted to share how happy we are that Deep Dish Dungeon has been part of some awesome events recently: the Level Up showcase in Las Vegas, the Raw Fury's Publisher Sale on Steam, and the Medieval Fest on Steam focused on medieval fantasy games. It's been amazing to see the game featured alongside so many great titles, and we're incredibly grateful for all the new players discovering the game. For this blog post, I wanted to chat about game design and its associated challenges. As you probably know by now, one of the core pillars of Deep Dish Dungeon is exploration driven by curiosity, not some task-oriented UI. So, very early on we decided to design the whole dungeon and not give any map or compass to the players. It's a bold choice, and it comes with a lot of design challenges, especially in a metroidvania-style game like ours, where players revisit areas…
- Deep Dish Dungeon Demo - Update (v0271) - 30 March 2026
Hello there dungeoneers! Our second demo update is here. Hope you like the improvements we've implemented (including new languages!), and as always, don't hesitate to share any feedback with us. Fixed issue where crafting ingredients can be protected from crafting consumption by moving them to mouse cursor Fixed issue where player can get trapped if a Stool they're sitting on is deconstructed Fixed issue where canceling deconstruction of an object with the TAB key makes it look like a red blueprint Fixed issue where the message "Your inventory is full" is displayed for both Players when only Player 1 gets it Fixed a typo in Stool message: "Stool is faw away" Fixed issue where torch durability that was picked up from the ground displays random negative numbers Fixed issue where item icon remains on crosshair when the Player selects an item, switches focused application and returns to the…
- Dev Blog #7 - An Update By The Fire - 25 March 2026
Hey everyone! I’m really happy to share some new updates on Deep Dish Dungeon and how development has been going lately. A couple of weeks ago, we released our demo, and the response has been amazing. We’ve been blown away by all the feedback you’ve shared with us, seriously, thank you! There’s been a lot of great insights coming from the community, and it’s helping us shape the game in the best possible way. We’re already working on improvements based on what we’ve seen, and we plan to keep updating the demo frequently, patching issues and fixing bugs as they come up. So please, sit tight, enjoy the current demo, and know that more updates are on the way very soon. We’ve also been putting a lot of work into expanding the game’s reach, and right now one of our big focuses is localization. We’re currently working on full support for multiple languages, including Brazilian Portuguese, Jap…
- New trailer and release window reveal! - 12 March 2026
Hey Dungeoneers, We’ve got some great news to share with you! During today’s Future Game Show, we dropped a brand new trailer which revealed Deep Dish Dungeon will be releasing on Steam, this Fall! This is a big, exciting moment for us. We’ve been working hard on the game and been absolutely delighted by the response since we announced at Gamescom last year! This trailer shows off some of that fun, moment to moment gameplay as you work together as a team to look for treasure, fight off imminent danger, all while making sure to stave off hunger by keeping bellies full. Deep Dish Dungeon’s hand-crafted dungeon rewards curiosity and resourcefulness despite plunging you deep into the murkiest of depths. If you’re feeling bold, you can brave things alone. But you don’t have to as you can always bring along a friend or two if you need a helping hand exploring corridors, rooms and passageways,…
- Deep Dish Dungeon Demo - Update (v0254) - 4 March 2026
Hey dungeoneers, we're happy to share the info on our first demo update. Your feedback and comments have been invaluable for us to identify what we needed to fix, tweak and improve. Thank you for your continuous support! IMPORTANT Added Prompt font and implemented Mouse buttons as icons in UI. Paving the way to add controller icons to UI Added Quality control to settings LOW, MEDIUM, HIGH. Where Low deactivates all dynamic shadows and post processing, and will work better in some hardware configurations. DEMO CONTENT Removing from the demo: The cave with Azurea mushrooms, and its items: coal piles, cilantro, bats, cuica Mushroom drawings in First Camp The insides of the Jaguar Door and the Magic Silver Dagger QA FIXES Fixed issue where throwing an item could cause the player to lose most of their abilities Fixed an issue where adding a stack of ingredients at the Cooking Pot reduces the…
- Dev Blog #6 - Our Demo Is Out! - 19 February 2026
Hey all! It's been a while since my last blog post. Since then, a lot of amazing things have happened in the project. The good news is that now you get to play the demo because it's finally out! Making this demo was an interesting process. There were some concerns that I had to address in it. For example, usually demos are short and have a linear experience. But I didn't want you to play a demo that is not representative of the actual game. In the full game, you kinda have this feeling of being lost. "Where should I go next?", "Which path should I explore next?", these are questions that may arise, and they should. This is intended. But make players feel that, in a short demo, it could be quite a challenge. I thought about how to balance teaching the basics of the game and letting you all enjoy this exploration excitement. "So much to see! So much to do!": This is what I want you to fee…
- Dev Blog #5 - Never Explore A Dungeon On An Empty Stomach - 17 December 2025
Here we are again! And let’s cut straight to the topic of the week: Recipes and Cooking! Aren’t y’all so looking forward to it? This is probably the topic that is bringing the most amount of questions and expectations. And let me be very clear from the start: It’s not a cooking game, and it’s also not a monster cooking game. We’re making a survival metroidvania game: The element of cooking is a crafting system with ingredients. When designing the game, I didn’t want it to be like a cooking mini-game. The focus was more on the strategy layer and the camping build element. I want players to bring back to the camp whatever they found. Talk about the new ingredients, maybe try some new recipes with them. The food and ingredients are a tool, and the main focus of the game is your adventure and quests: “Where are we going next?” “Which door or corridor we haven’t explored it yet?” And with th…
- Deep Dish Dungeon at the Latin American Games Showcase - 10 December 2025
We're honored to be part of the Official Selection at the Latin American Games Showcase, and we have revealed a new trailer to celebrate it! Also, find us on the Steam event with many other fantastic games. Go check it out!
- Dev Blog #4 - Decolonizing Dungeon Crawling - 26 November 2025
Hey all! Thanks for the support so far. Before I start our fourth dev blog, I want to thank the community for their engagement. Thousands and thousands of wishlists, and they just keep coming! I guess you can't wait for the demo that's to come, huh? In this blog, I want to talk about what you can expect from the narrative. Though Deep Dish Dungeon isn’t a story-based game, I couldn't leave the narrative out of it. Actually, as we further developed the idea, so much good content come to mind, and all just made a lot of sense narrative wise. When we first started the project, we wanted to have a different approach to storytelling than that we had before in our previous games. We're known for story-driven RPGs, such as Knights of Pen & Paper, Chroma Squad and Cosplay Club. This time, we chose to use the environment to build the narrative. So we picked the environmental storytelling approac…
- Dev Blog #3 - An Emergent Gameplay Experience - 12 November 2025
Hey all, getting back to this space, I wanted to first appreciate all the support. We recently hit the mark of 150k wishlists on Steam, without even putting out our demo or participating in the Next Fest (…yet!). This means a lot to us! But also, it makes us aware that it's important for us to deliver the best game we can, as well as communicating exactly how the game is, so we only surprise you positively. On that note, I start my third blog post, talking about what to expect in regards to gameplay mechanics. From a design perspective, I wanted the game to be a collection of lots of things, rather than a few things that are complex to understand and implement. Since the beginning of the project, I realized that the experience that I was trying to create relates more to a sandbox space, where I would keep on adding toys to it. Throughout the project, I would play and iterate, adding mor…
- Dev Blog #2 - A Dungeon Full Of Symbols - 21 October 2025
Hey! I’m back for another Dev Blog. Writing the first post made me feel overwhelmed with all the things that I could talk about. Choosing just one is not an easy feat. But here we are. I wanted to explain a little bit about the dungeon that you guys are going to get into and suggest a new perspective to you all. The most important thing to understand about this game is that nothing is always as it seems. You’re going into this adventure, in a way, looking for a more meaningful life. Maybe, finding the treasures of this huge and dangerous place might grant you with all the fame and money you ever dreamt of. The dungeon is full of symbols. These are underground ruins that seem to have once housed people. It’s not a dungeon full of traps and huge blades trying to cut your head off, but a sanctuary, a sacred place that devoted people have lived in and protected with their lives. And I guess…
- New trailer - Camp & Cooking - 9 October 2025
Did you know that in Deep Dish Dungeon you can camp anywhere? ... yes, literally anywhere. Learn more about camp and cooking in our new trailer! This is not the only big news this week: We have a booth at the Brasil Game Show, and our dev Saulo Camarotti will participate on a panel talk on October 10th, 1PM BRT. To all our Brazilian friends reading this and going to the event: We hope to see you there! - Raw Fury/Behold Studios
- Dev Blog #1 - Entering The Dungeon! - 7 October 2025
Hey all! I’m Saulo, the creative director, designer and programmer behind Deep Dish Dungeon. First of all, I’d like to thank you for the amazing feedback that we’re getting from our first announcement of the game. You have been very supportive and excited with what’s to come, and we appreciate the amount of love we’re getting so far. We started this journey of game development a while ago. When I founded the studio back in 2009, I was just finishing my Computer Science course. In the last 16 years, we’ve put out many games, such as Knights of Pen & Paper, Chroma Squad, Out of Space and many others. Our studio has never been big, only ranging from 3 to 12 people. For Deep Dish Dungeon, we have 2 full-time developers. Me as the coder and designer, and Carol doing all the art, models and animation. But we do have an amazing support of other part-time contractors, for sound design, social m…
- Partnership Announcement - Deep Dish Dungeon x Raw Fury - 26 August 2025
We are very excited to share that we have landed a publishing agreement with Raw Fury! Our announcement trailer with the news was revealed at the Gamescom Awesome Indies showcase. Not only that, we're showing at Gamescom this year! This is the beginning of a very exciting journey and we can't wait to share it with you. We'll be posting news, dev updates, and more on Steam and across our social media channels: Bluesky Instagram Tiktok https://www.youtube.com/watch?v=8bzFH3lxEX0 Deep Dish Dungeon in a nutshell! Developed by Behold Studios, Deep Dish Dungeon is a dungeon crawler and exploration game that rewards curiosity and resourcefulness in an atmospheric environment. In Deep Dish Dungeon, players will explore rooms and passageways solo or with up to three friends, and gather resources to improve their campsite. Players will be able to craft tools and cook nourishing meals to bolster s…
- Deep Dish Dungeon looks like a great co-op dungeon crawler - 22 August 2025
Deep Dish Dungeon is a recent announcement from publisher Raw Fury, a dungeon crawler with an emphasis on exploration and player ingenuity. Read the full article here: https://www.gamingonlinux.com/2025/08/deep-dish-dungeon-looks-like-a-great-co-op-dungeon-crawler/