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Mr. Hobbit's Dungeon
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An endless roguelike dungeon for Minecraft. You start with nothing but a wooden sword. How deep can you go?
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Mr Hobbit's Dungeon
One wooden sword. An endless dungeon. How deep can you go?
Mr Hobbit's Dungeon is a roguelike for Minecraft. Every floor is freshly built, every chest is a gamble, and every decision counts. Push deeper for bigger scores, or cash out while you're still alive. Go alone, or bring up to three friends.
Your real inventory is safely stored before every run and handed back when you leave, so you can play without risking anything you've built.
What's new in this update
- Descending… Every trip down the purple pad now fades to black for a moment, then the next floor slowly fades in, and the floor you left is cleaned away behind you, so nothing from an earlier floor lingers in mid-air any more.
- The Dungeon Merchant moves in. He now has a cosy room all of his own, tucked away down a side passage, with plenty of space to walk around his stall. He'll never block your way to the exit again.
- The drowned are coming. On flooded floors the drowned no longer plod through the water. They're quicker on their feet and wade straight at you, so keep moving!
Getting started
- Create a new world with commands enabled.
- You'll spawn in a plaza with a dungeon gate. Stand on the glowing pad in the gate to start a run (monsters can't get into the plaza, so it's always safe).
- Anywhere else in the world, type
/dungeon enterto jump straight in.
The overworld is yours to build in as normal. The dungeon lives in its own dimension.
What's down there
- Endless, procedurally generated floors. Rooms up to 8 blocks above or below each other, joined by stair tunnels, wide corridors, doors and three themes: Stone Keep, Deepslate Halls and Blackstone Vaults. The dungeon never ends.
- A true roguelike start. You begin with a wooden sword (or whatever your embers have bought). Everything else (armor, bows, tridents, spears, potions, enchanted gear) comes from the chests you find.
- Monsters that grow with you. Forgiving at first, vanilla strength around floor 12, and tougher with every floor after that. Their arrows get stronger too, and deeper archers carry enchanted bows and crossbows. Zombies give way to skeletons, witches, vindicators, pillagers, wither skeletons, evokers and their vexes, hostile iron golems and, deep down, ravagers.
- Bosses. After every rest floor, a named boss guards the way down. It gets enraged at half health. Beat it for big points and a chest of deep-tier loot.
- The evil genie. After each boss, the genie offers your party one of three gifts, and every gift has a catch. Double damage, but you can't wear one of your armor pieces. Constant regeneration, but you can't sprint. Heal on every kill, but lose two hearts. The choice pops up on screen; choose carefully, because it lasts the rest of the run.
- The Dungeon Merchant. On half the stone keep floors, a merchant's booth: sell your spare loot for gold, then spend the gold on random enchantments for your gear, with no limit on how strong they can get.
- Special rooms. Healing fountains, trapped chests, shrines that trade iron for extra hearts, emerald shrines that upgrade your gear a material (iron to diamond, diamond to netherite) and keep its enchantments, locked vaults with a key hidden somewhere on the floor, and in party runs, a resurrection shrine that brings a fallen friend back.
- Event floors. Every few floors (never more than 7 apart) one comes with a twist, never the same one twice in a row. On a dark floor every light is out and darkness closes in around you: you get 8 torches to place where they matter most (they can't be picked back up, and the ones you don't use are gone when you leave the floor), and the chests hold better loot for your trouble. On an ambush floor one room is a trap: walk in and iron bars slam across the doors, and you have to survive three waves of monsters to get out. Win, and a chest of deep-tier loot is yours. And sometimes a glowing treasure goblin is hiding on the floor: spot it and you have 30 seconds to catch it before it vanishes, taking its treasure with it (ingots, gems, maybe a golden apple or an enchanted weapon). It sprints laps of the floor and dodges right past you when cornered, so bring friends or a bow. On a cursed floor one curse hangs over everything: No Healing, Explosive Dead (monsters blow up when they die), Low Gravity, Glass Bones (everyone takes double damage), Frenzy (faster monsters) or Butterfingers (your weapon slips out of your hand mid-fight). On a flooded floor you wade through knee-deep water against drowned, some of them throwing tridents (they're worth good points), and the chests sometimes hold an enchanted trident of your own. On a collapse floor every step cracks the ground beneath you, and three steps on the same block break it: fall through and you land in a pit full of baby zombies, with no way out until they're all dead. And from floor 6, a silent floor: the Deep Dark has crept in, the floor creaks unless you crouch, and every noise brings the Warden closer. Pull the lever to unbar the exit, and if you never woke it, a bonus chest is waiting. Every event floor except the ambush and goblin has better loot in its chests. More events are on the way.
- The Aether. The first floor after every boss leaves the dungeon behind: floating islands in a bright blue sky over a sea of clouds, joined by mossy bridges. Clear each island of its monsters (armored zombies, breezes, strays and, deeper down, bogged) to raise the portcullis to the next, and find the way down in the domed temple on the last island. Fall off and you're caught and put back on your island, and the chests there are richer.
- Secrets. There are things in the dungeon nobody will tell you about. Keep your eyes open.
- Waystones. Beat a boss once and you can start your next run right after it, with a kit for that depth. The floors you skip score nothing, so the leaderboard stays fair.
- Embers and the Ember Merchant. Every run earns embers: for floors cleared, bosses beaten, realm floors explored and treasure carried out alive. Spend them at the merchant's stall in the plaza on a stronger start: enchantments and better materials for your sword, axe, spear, bow or trident, and armor piece by piece, from leather to netherite. Cheap at first and dearer as your gear gets better, each upgrade is a small step, so the dungeon stays a challenge. Online, your embers follow you to any world or server.
- Lush rest floors. After floor 5 and every 10 floors after that, a quiet glowing cave full of chests and no monsters. Catch your breath before the boss.
- Rare finds. Anvils for combining enchanted gear, ancient bookshelves that sometimes hold an enchanted book, and on the deepest floors, the occasional Totem of Undying.
Pick your difficulty
At the start of each run the party leader picks the difficulty from an on-screen menu (everyone else sees who they're waiting on), and it changes your final score and the embers you earn:
| Difficulty | What changes | Score | Embers |
|---|---|---|---|
| Easy | Monsters hit softer, and genie gifts wear off after 3 floors | x75% | x0.75 |
| Normal | The dungeon as designed | x100% | x1 |
| Hard | Monsters hit harder, and half of them wear armor | x125% | x1.25 |
| Nightmare | Faster, tougher, armored monsters, and food is scarce | x175%, even if you die | x1.75 |
Scoring
You earn points for every floor you clear, a speed bonus for beating par time, kills (worth more the deeper you go), boss kills, and the value of the gear and treasure you walk out with (players with the mod installed can see each item's worth in its tooltip). Your current score is always shown at the top of the screen.
Cash out with /dungeon leave and you keep it all; you're back in the middle of the plaza, facing the gate, ready for the next run. Die, and you lose part of your gear's value, and that penalty grows the deeper you are. Knowing when to stop is part of the game.
Play together
Up to 4 players can share a run:
/dungeon party invite <player>, then they type/dungeon party accept- The leader starts the run, and everyone drops in together
- Every chest has its own loot for each player, so you never have to argue over who gets the diamond sword
- The party goes down a floor when everyone still alive is standing on the glowing pad
- Fall in battle and you watch the rest of the run as a spectator, unless your friends pay a resurrection shrine to bring you back
- Scores are individual: your kills and your gear are yours
Any number of solo players and parties can each run their own dungeon at the same time. Works on servers and on single-player worlds opened to LAN. All the menus are vanilla Minecraft screens, so friends joining a server don't need anything special to see them. To play with friends over the internet without a server, a mod like Essential works well.
Save and come back later
Need to stop? /dungeon save takes everyone home (not in the middle of a fight, though: wait 10 seconds after anyone in the party hits or is hit), and the run picks up at the start of that floor with /dungeon resume. Done with a saved run? /dungeon abandon ends it and scores it as a cash-out.
Global leaderboard
See how you stack up against everyone else at mrhobbits.com, which shows everyone's best run from any version (or pick one version from the drop-down) and party runs are shown as a team, or right in the plaza, where floating boards show the top 10 on your server and the top 10 in the world (solo and party) for the version of the mod you're playing. If you change your Minecraft name, your scores follow you. Names with bad language show as "<inappropriate name>" on the site and are left off the boards in the plaza. Online scoring is on by default. You'll see a notice the first time, and you can turn it off at any time with /dungeon online off.
- When a run ends, the mod sends your player name, UUID, run seed, score breakdown, difficulty, depth, run time and per-floor stats. Nothing else.
- Each run is signed with a one-time key from the site and checked by the server, so scores can't be replayed or hand-edited. As with any client mod, a determined cheater can't be ruled out completely.
- If the site can't be reached, your score is saved and sent later. With online scoring off, runs are saved on your computer only.
Commands
| Command | What it does |
|---|---|
/dungeon enter |
Start a run (the leader starts a party run) |
/dungeon leave |
Cash out and go back to the plaza |
/dungeon save / resume / abandon |
Save a run, continue it, or end it and score it |
/dungeon difficulty |
Pick the difficulty at the start of a run, or bring the picker back |
/dungeon perk |
Take one of the genie's gifts, or bring the picker back |
/dungeon party invite/accept/leave/list |
Manage your party (Tab fills in player names) |
/dungeon online on/off |
Turn the online leaderboard on or off |
/dungeon shop |
Open the Ember Merchant's shop from anywhere |
Requirements
- Minecraft Java 26.3
- One of these mod loaders (download the file for yours):
- Fabric Loader, with Fabric API
- NeoForge
- Forge
- Java 25
Notes
- Made by a dad and his son as a hobby project. Feedback, ideas and bug reports are very welcome: leave a comment at https://www.curseforge.com/minecraft/mc-mods/mr-hobbits-dungeon and tell us what you liked best or what we should work on next.
- Server owners:
feedback_prompt=falseinconfig/mr-hobbits-dungeon.propertiesturns off the end-of-run message asking players to favourite and comment. - Back up your world before trying any new mod.
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