
a snack-sized auto-battler roguelite. you pick the path, your heroes do the dying. bank their souls, delve again. the demo is about 45 minutes.
The demo is free on Steam — no key needed, nothing to request. There is no embargo on anything in this kit.
The trailer, 1080p with sound — download the file to cut it up as b-roll. It is captured from the running game, not an edit, so everything in it is real footage.
video thumbnails
Six options at 1280×720, ready to upload as-is. Most leave room for your own title; two already carry the tagline or the logo in the picture. Overpaint them, crop them, drop your face on them — no permission needed.
- developer
- MoonCrust Games
- publisher
- self-published
- genre
- auto-battler roguelite
- platforms
- Windows, macOS (Apple Silicon)
- release
- demo out now · full version to be announced
- price
- the demo is free · full version price to be announced
- players
- single-player
- run length
- a few minutes per run
- demo length
- about 45 minutes, four biomes
- input
- keyboard and mouse, or a controller — every screen navigates on a pad
- languages
- English
- built with
- TypeScript and Phaser, in a Tauri desktop shell
- content
- cartoon fantasy violence. no blood, no gore, nothing to warn a viewer about.
- contact
- hello@mooncrust.xyz
about the game
thimble dungeon is a snack-sized auto-battler roguelite. you pick the path; your heroes do the dying. a run takes a few minutes and pays out either way — every death banks souls into a permanent upgrade tree, so the next delve starts stronger.
the fighting runs itself; what you own is the clutch. each hero has one signature ability on a cooldown, and you can slow time to a crawl to line one up. that ten percent is the difference between a wipe and a clean floor.
key features
- 90% auto, 10% you
the party fights on its own. you fire the three signature abilities, at half speed if you need the time.
- runs are minutes, not evenings
pause any time, save and quit between floors, pick it back up exactly where it stood.
- you pick the path
a branching map of combat, elite, merchant, campfire, chest and cursed-shrine nodes.
- cards that change abilities
22 in the demo. they rewrite what slam, volley and nova do rather than adding a percent.
- bank souls, win or lose
every run feeds a six-tier tree of permanent upgrades. a wipe on floor one still pays.
- the dungeon has weather
fourteen kinds, settling over a whole set of three waves. four blow in one biome each.
what's in the demo
The demo is a slice of the full game, not a separate build — the launch version adds six biomes, six bosses and ascension on top.
- four biomes, four bosses — the slime warrens down to the demon lord
- all three heroes, the full souls tree, 22 run cards
- clear it to unlock endless mode and ascension 1
- about 45 minutes, free, no key to request
screenshots
2560×1440 PNGs, straight out of the running game with no retouching and no mocked-up UI. Click any of them for the full-size file.
the slime warrens — the party spotted, one biome in
the goblin king, mid-fight in the holt
a wave in the goblin holt
the bone vaults — the catacomb ring
the demon lord, the demo’s final wall
the card draft — one pick, lasts the run
the souls tree, part-way through a knight and archer build
spore bloom, which only ever blows in the slime warrens
grave chill in the bone vaults
brimstone in the demon court
gilded weather — richer souls, meaner wave
the main menu
animated clips
Short looping GIFs for posts and newsletters, where a trailer is too much. Real takes, captured in-engine.
surrounded in the bone vaults — nova landing, damage popping
the goblin king fight
the final boss taking a slam
the slime warrens, where every run starts
a goblin swarm in the holt
the demon court — imps everywhere, archer opening up
art assets
Every PNG has a real alpha channel, is trimmed to the artwork with no dead margin, and is upscaled with nearest-neighbour so the pixels stay square. Scale by whole multiples — 2×, 3×, 4× — to keep that crispness; smooth or bicubic scaling turns pixel art to mush. Click any thumbnail to download that file on its own.
logos
No glow, no drop shadow, no background. The black outline is part of the letterforms rather than an effect, so please keep it.
store art
The Steam header — the one to use for a thumbnail or a video card — and the game icon.
heroes
The playable party — the three you see every run, and the best pick for thumbnails.
bosses
One per biome, in the order you fight them.
enemies
The regular roster.
key art
Transparent and baseline-aligned, so they sit straight onto any of the backgrounds below.
backgrounds
3840×2160, one per biome. No UI, no characters — drop the character art on top and position it freely.
links
about MoonCrust Games
MoonCrust Games is a tiny independent studio making small pixel games — things you can finish on a break rather than block out an evening for. thimble dungeon is its first Steam release, and it is self-published: no publisher, no PR agency, so anything you ask here is answered by the person who built it.
contact
Press, business, everything: hello@mooncrust.xyz. There is no publisher and no agency in between, so a question about a build, a clip or a fact on this page reaches the person who can answer it.
Anything missing — a specific enemy, a pose, a clean clip of one fight, a screenshot without the HUD? Ask. The kit is generated from the game itself, so most requests are a re-run rather than a favour.
There are no layered PSDs: the game is pixel art rendered from sprite sheets, so the layers are the individual PNGs above. Compose them however you like, which is more flexible than a flattened file.































