You never touch the controller during the actual dungeon run. That’s the premise Raw Fury and Kakehashi Games are jointly betting on with Dungeon Automata: Algolemeth — a project previously known by its working title Algolemeth, now confirmed under its full name with a co-publishing deal spanning a Swedish and a Japanese indie publisher simultaneously.
The Core Loop: Program, Then Watch
Players don’t control characters directly. Instead, they synthesize a party of golems through alchemy and design each golem’s behavior as a blueprint — a visual logic program dictating how it should respond to enemies, traps, bosses, and every other situation it might encounter in the dungeon.
Once that logic is set, the golems enter the dungeon, and everything proceeds automatically. The player watches the resulting combat and exploration unfold in real time, identifies where the logic broke down or underperformed, revises the blueprint to patch the weakness, and sends the party back in — a feedback loop built entirely around iteration rather than direct execution. The world of Syntaxia is under threat from monsters spawned by the Tower of Corruption, and the player’s actual task throughout is synthesizing and programming golems capable of conquering the labyrinth that leads to the tower’s summit.
The developer’s own name for this hybrid — “Autologic” — is a claim that the combination isn’t simply dungeon-crawler exploration plus auto-battler strategy plus programming-puzzle logic bolted together, but a genuinely new category defined by the specific brain-engagement of debugging your own combat AI against a hostile dungeon rather than reacting to it live.
Handcrafted Floors, Trial-and-Error Solutions
Every floor of the tower is manually designed by the development team, each with its own specific gimmicks and challenges rather than procedurally generated layouts. Because players can’t intervene once golems are sent in, the actual skill being tested is environmental analysis — reading what a given floor’s traps, monster placement, and boss demand, then continuously rewriting golem “code” (behavior logic) to match.
Catalysts encountered during exploration raise a golem’s physical stats, while nodes add new behavior and targeting logic to the available blueprint toolkit — together giving players granular control over golem specialization and party composition despite never directly piloting a single one of them during the actual run.
A Free-Game Developer’s First Commercial Release
Dungeon Automata is Medium-Rare Games’ first commercial title — solo developer gunzee2’s first attempt at a paid, commercial-scale project after a history focused on small free games. The project has been drawing industry attention since 2022, and its blueprint-based mechanic earned a BitSummit Let’s GO!! 2023 Excellence in Game Design nomination at the Kyoto Indie Festival specifically for its originality. It subsequently won Bandai Namco’s 2nd GYAAR Studio Indie Game Contest for independent developers, which came with development funding and studio mentorship support. The Steam page has been public since December 2023 — meaning this co-publishing announcement and free demo arrive nearly three years into the project’s public visibility.
Yuzo Koshiro’s soundtrack — Sega Genesis-style synth compositions from the composer behind Streets of Rage and Sonic the Hedgehog — pairs with hand-drawn 8-bit pixel art to root the whole project firmly in a specific retro register that matches the genre-blending ambition with an equally specific aesthetic.
Who This Is For
Strong fit for: players who enjoy programming-adjacent puzzle logic more than direct action execution; dungeon crawler fans curious about a genuinely hands-off take on party management; auto-battler enthusiasts who want deeper build customization through behavior logic rather than stat allocation alone; retro synth soundtrack fans, especially those who recognize Yuzo Koshiro’s specific sound; players who have followed the project since its 2023 BitSummit nomination and want to finally try it.
Cautious fit for: players who want direct real-time control during combat (this game specifically removes that); anyone who needs a release date before wishlisting; players who find debugging-style iteration tedious rather than satisfying.
Less ideal for: players who dislike auto-battler or idle-adjacent combat resolution; anyone seeking narrative-heavy content; players wanting procedurally generated rather than handcrafted level variety.
The Takeaway
Dungeon Automata: Algolemeth asks players to become the dungeon party’s programmer rather than its controller — designing golem behavior blueprints, sending them in blind, and iterating based on what goes wrong. Nearly three years after its Steam page first went live and its blueprint mechanic earned a BitSummit nomination, solo developer gunzee2’s first commercial project now has Raw Fury and Kakehashi Games co-publishing behind it and a free demo available to test the “Autologic” premise directly.
The golems are synthesized. The blueprint is written. The Tower of Corruption is waiting, and once the party enters, there’s nothing left to do but watch, learn, and rewrite.
Free demo live on Steam now. Release date TBA.
Information regarding ‘ Dungeon Automata ‘
| item | detail |
|---|---|
| Developer | Medium-Rare Games (Solo Developer gunzee2) |
| Publisher | Co-published by Raw Fury (Sweden) and Kakehashi Games (Japan) |
| Genre | Dungeon Crawler, Autobattler, Visual Programming (“Autologic”) |
| platform | PC (Steam) |
| Release date | Undetermined (Free demo released on September 10, 2026) |
| language | Unidentified |
| Reactions/Evaluations | Nominated for BitSummit 2023 ‘Excellence in Game Design’, Winner of GYAAR Studio Indie Game Contest |
| Steam Page | Shortcut |





