Sat Feb 07 2026
Huge Content Update - New Bosses, Spirits, Skills, and Loot!
Floor 5 Bosses: Face off against the Corruption Boil (Crypt), Faceless Figure (Desert), and the Blue Soul Shard (Frozen).
New Threats: Battle over 30 new enemies and encounter powerful new Elite Prefixes: Massive, Lethal, Elusive, and Frenzied.
New Spirits: Hunt down the elusive Ghast and Haunt spirits in the dungeon depths.
Crafting Overhaul: Fate Gems
Rare Drops: Bosses now drop exclusive "Fate Gems."
New Recipes: Use Fate Gems to craft powerful Trinkets, Relics, Runes, and Stamina Potions.
Class & Gameplay Updates
Hellish Difficulty: Shops are now limited to 3 purchases per visit for an extra challenge. Floor 6 Vault was replaced with a Shop.
Champion Mode and higher: You can now descend to the next floor immediately after finding the exit without clearing all enemies.
Paladin: "Confusing Aura" now triggers 100% of the time on block.
Witch: The Fruit Bat pet now gains a "Confuse" skill.
Assassin/Thief: Luck stat now boosts damage for Backstab and Wild Strike.
Accessibility & Improvements
VoiceOver: Added Boss and Battle Tips to the combat log for better accessibility.
Visual: Added Boss and Battle Tips before battled popup for Mystic Mode and below
Fixes: Fixed "Null/Void" inventory and skill slots, quest tracking bugs, and curse persistence.
New SFX for Ultra Rare items and for Tier 5+ items
Thank you for playing and supporting accessible and indie development!
Adventure To Fate: Dungeons is a love letter to the golden era of tabletop RPGs and classic dungeon crawlers. The depth of customization here is staggering for a mobile title—with over 10 playable classes and a vast array of races, no two playthroughs feel the same. The turn-based combat is tactical and rewarding, forcing you to pay close attention to elemental weaknesses and skill synergies.
What truly sets this developer apart is the commitment to accessibility. The extensive VoiceOver support is some of the best I've seen in the genre, making it fully playable for blind gamers. The loot system is equally satisfying, with a constant stream of new items that make every level of the 100+ dungeons worth exploring. It’s a massive, content-rich RPG that feels handcrafted and deeply personal. If you miss the days of strategic, menu-driven fantasy adventures, this is an essential addition to your library.
10+ unique playable classes
Over 100 levels of dungeons to explore
Hundreds of items and crafting materials
Strategic turn-based combat system
Full VoiceOver support for accessibility
Pay close attention to your skill tree upgrades. Investing in passive resistance skills early on is vital for surviving the later dungeon floors where elemental damage becomes much more prevalent.
Explore levels room-by-room, managing your health and mana between encounters. Combat involves selecting skills and items from a menu-based interface, requiring strategic resource management to defeat waves of enemies.
Yes, you can collect essences and materials to have the blacksmith craft or imbue gear with powerful elemental properties.
This game has improved upon just about everything I could think of from combat, to skills, to quality of life that this series has built up. All six classes are very unique, fun to experiment with, and fun to make it more challenging for them as well. Even with a good majority of the quest system completed, I still find a challenge in this game. The Mystic modes offer a ton of different varieties, and I can’t wait to see where it goes next. For some ideas, new classes for sure. Illusionist, Guardian was one I always liked, cleric was really fun in the last game. Maybe even some classes from future arena like alien would be fun in this game. New dungeons would also be great, and even after you run out of elements, you could still mix and match, like doing a dark murky ocean with shadow and water, or doing a burning forest with flame and earth. These could also have hazards, like how lost Island had the volcanic hazards. I think that could add a very interesting dynamic to the different dungeons, and keep the level design fresh. Hoping for a big game of the year update, Because this game definitely deserved it.
I don’t usually write reviews on games, though I will for this dev because they’re fabulous, and their games have always been some of the best roguelikes I’ve ever played. One quick note though, for VO users. If you want to access info on enemies you’re fighting but don’t want to hit the look button first, VO does have a long-press option. Simply double-tap the enemy’s name and don’t raise your finger. That counts as a long press and will give you info. Then swipe till you hear the “Done” button labeled. But I’ve seriously enjoyed playing every adventure to fate game since almost the beginning.
I’ve played for a couple days now, and I can tell there’s a lot of great content in the game. The developer seems to have been working on adding a lot of mechanics and items through the various iterations of the Adventure to Fate games, which is great to see! It’s also awesome that it’s accessible via Voiceover. My notes for the dev: some UI things could be tweaked for a better user experience. For example, having to click action, then the skill, then the enemy, and then switch back to clicking a button to examine a skill is pretty annoying. Most phone games these days let you long press something to get info. Also, the coloring for whether you have “action” or “look” selected is like… black vs dark grey. It’s quite difficult to tell what you’re about to do sometimes! Another example of an annoying user experience: my inventory doesn’t tell me what equipment slots are what. Instead of showing what’s a chest, leg, head, etc, it’s just a bunch of boxes! Please allow me to see what I’m missing!
I’m having a blast with this turn-based, loot-driven roguelite from the independent developer touchmint. The art style is awesome, and the Game Boy-esque look and controls give it a perfect mix of nostalgia and freshness. The loot system is super satisfying and keeps every run feeling different and exciting. I’m really hoping to see even more in the future—especially additional skins and even more loot to chase down. But even as it is now, this is a seriously fun and well-crafted game. Highly recommended!
Extremely repetitive considering the level of difficulty on Champion. Casual should probably be called normal difficulty instead. It appears 95% of people are dying on floors 1-5. Certain classes stand next to zero chance on many various fights. Dragon on level 5 shouldn’t have a flame spawn every turn as well as have attacks. It completely immobilizes most stamina trying to simply stay alive. I end up having half my inventory filled with useless potions since they’re unnecessary except for a couple fights and then they can’t be used due to slots even with higher tiered belts. Overall, fun but too repetitive for next to 0 gains on death.
Dungeons is a masterpiece. Truly, one of the best games I’ve ever played in the accessible community. Every dungeon, every character is truly unique, and there are various play modes, which will keep the game interesting for hours and hours. Fully voiceover accessible can genuinely be played from start to finishwithout needing eyesight. Thank you to the developer for caring for everyone and including all of us in this epic adventure..
I play both Sports and roguelikes so imagine my surprise when a developer who made one of the sports games I played made a roguelike (and apparently others previously?) Anyways i’m somehow now top 10 in overall score and most individual scores which is bad because I should be studying for finals right now.
I don’t normally leave reviews but this is genuinely one of the best roguelike games I’ve ever played. Tons of options that keeps gameplay fresh and has hours on hours of gameplay. Dev is also very responsive and friendly, definitely recommend.