Deep Dish Dungeon Playtest Impressions: Puzzles, Torches, and a Missing Hint System
A Deep Dish Dungeon playtest walkthrough from one player's run: crafting, torches, roaming skeletons, and the hint system the game still needs.
Deep Dish Dungeon is a dungeon-crawling horror puzzle game, and the Deep Dish Dungeon playtest footage now circulating shows exactly how a first run plays out. If you are deciding whether an early build is worth an evening, this Deep Dish Dungeon playtest breakdown covers the crafting, the checkpoints, the skeletons that refuse to stay dead, and the one feature players keep asking for. The short version: the atmosphere and the movement land well, but the direction-finding does not.
How the Deep Dish Dungeon Playtest Opens
A new game begins with a cutscene at the entrance campsite. An old man delivers the setup: the road ahead will not be easy for "an empty husk," so you should eat as well as you can, because you never know which meal will be your last. He mentions that the people who went inside have been quiet for years, and he hopes you find what you came for. In the recorded run, the player deliberately looked away from parts of the scene to avoid spoiling the story.
Once control is handed over, the first impression is movement. The player immediately called the feel of moving around "sick" and went straight into testing mechanics rather than following the story. The early interactions are small but telling: you can strike a candle to snuff it out, open small chests, pick up rope, climb ledges, and stockpile torches.
Then the game goes quiet on guidance. A locked door blocks progress, no instructions appear, and the player spends roughly ten to twenty minutes circling the same cave space looking for a key. That stretch sets the tone for the rest of the session.
Crafting, Chests, and a Stingy Inventory
Crafting is confirmed early. As the player put it while looting, "You can craft things" — and their assumption was that recipes would eventually produce weapons, a hammer, or a crowbar for stubborn doors. Chests feed that system, though the run produced a running joke about only ever finding small ones.
Sticks are the most common pickup in the opening area, and they are also the most confusing. The player collected enough to joke about building a house, never learned what they were for, and pointed out that there are no trees anywhere nearby — so their placement reads as a signal that leads nowhere.
Inventory space is the sharper problem. The run showed only one off-hand slot for either a torch or a shield, no backpack found anywhere, and at least one moment where a roasted apple had to be dropped on the floor to make room for a key. Cooking itself works at campfires, where apples, mushrooms, and other food items can be prepared.
| System observed | What the playtest run showed |
|---|---|
| Crafting | Materials from chests and the environment; assumed weapon recipes |
| Off-hand slot | One torch or one shield at a time |
| Inventory | No backpack found; food was dropped to carry a key |
| Cooking | Campfire roasting of apples and other food |
| Checkpoints | Sleeping bags act as spawn points |
| Hazards | Fall damage, darkness, and green water the player avoided |
Skeletons, Sewers, Fall Damage, and Checkpoints
Combat arrives with skeletons, and they do not stay down. In the recorded run, the player killed the same skeleton more than once after it climbed back to its feet, and started wondering aloud which enemies would reanimate next. Later, a creature the player nicknamed the "pancake scorpion" drifted through a creepy room, and a mouse turned up in the sewers — a detail the player had been expecting all along.
The map has more verticality and more plumbing than the opening cave suggests. The run moves from stone corridors into a sewer section, complete with water that can be switched off and on and a distinctly green pool the player assumed was unsafe to drink. Fall damage is active and caught the player out more than once, including a slip that ended a climb attempt.
Checkpoints are the most praised design choice in the session. Sleeping bags found in the dungeon function as spawn points, and the player called the idea clever and "a pretty sick checkpoint." You can cook at them too, which makes them a natural place to reset, restock torches, and prepare food before pushing deeper.
The Fix This Playtest Wants Most: A Hint System
If the Deep Dish Dungeon playtest has one consistent complaint, it is the total absence of direction. Doors open seemingly at random, keys fit doors you have already walked past, and nothing tells you whether a hallway is a dead end or the critical path. The player described it as a horror puzzle game but then asked, reasonably, where the puzzle actually is.
The proposed fix is simple and specific: a soft nudge rather than a quest marker. The player suggested a glowing light or bioluminescent flies that appear when you have been wandering too long — a hint that would fit a cave setting instead of breaking it. At the end of the session, they also said the developer should add more content and, above all, that hint feature, calling the experience confusing overall.
That feedback is player experience, not an official roadmap. Still, it is worth weighing if you like hand-holding-free exploration but not indefinite backtracking.
Is the Deep Dish Dungeon Playtest Worth Trying?
It depends on what you want from an early build. If you enjoy unsettling cave and sewer atmospheres, torch management, and the thrill of genuinely not knowing where you are, the loop shown here will appeal. If you need a clear objective at all times, the same run suggests you will spend your first hour frustrated.
A few practical notes pulled from the session:
- Stock torches early. Light is a resource, and the off-hand slot forces a choice between illumination and defense.
- Treat every sleeping bag as a save point. They respawn you and let you cook, so they are worth finding before a long descent.
- Watch the ledges. Fall damage is real, and the darkness hides the difference between a path and a pitfall.
- Keep one inventory slot free. Keys matter more than food when you are standing in front of a locked door.
- Expect respawning enemies. Downed skeletons get back up, so clear a room before you start looting it.
Availability for early builds changes, so check the official Deep Dish Dungeon Steam page for the current status before you plan around it.
FAQ
Is the Deep Dish Dungeon playtest open to everyone?
That cannot be confirmed from the material reviewed here. Playtest and demo access is controlled by the developer and can change at any time, so the Steam listing linked above is the only reliable place to check whether a build is available.
What do you actually do in a Deep Dish Dungeon playtest run?
Based on the recorded session, you explore caves and sewers, loot small chests, collect materials for crafting, manage torches, cook food at campfires, and fight skeletons that revive after being defeated. Locked doors and keys gate most of the forward progress.
Does the game explain where to go?
Not in the run shown. The player's main criticism was the lack of any hint system, and their suggestion was a subtle in-world cue such as a glowing light or luminous insects after a period of wandering.
Can you save your progress during a Deep Dish Dungeon playtest?
The run showed sleeping bags functioning as spawn points inside the dungeon, which the player treated as checkpoints. Whether that behaves like a traditional save system was not demonstrated in the footage.
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