procedural floors
the dungeon reshuffles every run. 9 biomes, 40+ room grammars, zero mercy. if you memorize a layout, that's a bug — we patch it.
overclock games // two humans, one spare room
a synthwave dungeon-crawler where the dungeon remembers you. procedurally cruel floors, a soundtrack that syncs to your descent, and permadeath with a long memory. we died 4,217 times so you'd die better.
pc first · console later · handheld eventually
deaths logged: 4,217 and counting
[ the game ]
dirge protocol is built on four promises. we keep them weekly, in public, in the devlog below.
the dungeon reshuffles every run. 9 biomes, 40+ room grammars, zero mercy. if you memorize a layout, that's a bug — we patch it.
death is permanent. your corpse isn't. next run you'll meet whatever killed you — wearing your gear, holding a grudge.
forty minutes of original synthwave that syncs to floor depth. the bass drops when the boss does.
1–2 players, one screen. friendly fire is off by default. you'll turn it on. we know you.
[ screens ]
four floors, four palettes. these aren't images — they're drawn live in your browser by the same renderer as the hero. pick a floor.
no compositor, no photoshop. view source — the dungeon is ~200 lines of canvas.
[ devlog ]
a build every friday since 2024. here's what shipped lately — straight from the run log.
[ the studio ]
overclock is a two-person studio in a spare room that used to be a closet. we started dirge protocol in 2024 with no publisher, no funding round and no roadmap slides — just a friday build and a rule that it ships. the tile renderer on this page is the actual engine's little sibling. the deaths counter is real. the rat king incident is documented.
code · tools · the tile renderer
art · music · the screaming
[ the run log ]
wishlisting isn't live until the store page is — so join the run log and we'll ping you the moment it is. build notes, dungeon gifs, the occasional apology.
no spam, no “exciting news”. we're two people — we physically cannot spam you. unsubscribe whenever.