
Crown Trick
CrownTrick is a procedurally generated maze game with Roguelike gameplay and hand drawn art style. Take up the unbelievable crown and start your underground adventure with the power...
What it feels like
Challenging difficulty and permadeath create sustained edge-of-seat tension throughout runs.
What it's about
Underground fantasy dungeon with magic, a crown bestowing power, and elemental mastery align with high-fantasy adventure tropes.
How it plays
Turn-based strategy on a grid where positioning and the moving maze create tactical positioning challenges. Explicitly 'turn-based strategy' combat is the core interaction loop. Movement and positioning on a discrete grid in the maze, core to tactical decisions.
How it looks and sounds
'Hand drawn art style' is explicitly noted as a defining aesthetic. User tags include 'top-down,' the standard camera for maze and dungeon-crawl roguelikes.
How it's structured
Core to the design: 'procedurally generated maze game' and 'new experience awaiting every time you enter the dungeon' define the run structure. Roguelike mechanic with permadeath (user tags) means each run resets on loss, with progress between attempts. Descending through a procedurally generated underground labyrinth with successive chambers and floors.
Kindred games
Shares Procedural Levels, Run-Based, Grid Tactics Combat, Turn-Based Combat.
Both lean into Run-Based, Procedural Levels, Grid Tactics Combat, Turn-Based Combat.
Shares Procedural Levels, Run-Based, Turn-Based Combat, Dungeon Crawl.
Both lean into Run-Based, Procedural Levels, Turn-Based Combat, Dungeon Crawl.
Shares Turn-Based Combat, Grid Tactics Combat, Run-Based, Grid-Based Movement.
Both lean into Turn-Based Combat, Grid Tactics Combat, Run-Based, Grid-Based Movement.
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A lesser-known kindred — Procedural Levels, Dungeon Crawl, Run-Based, High Replayability. 95% positive across 4,427 Steam reviews.
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A lesser-known kindred — Procedural Levels, Run-Based, Grid-Based Movement, Turn-Based Combat. 91% positive across 4,486 Steam reviews.
Both lean into Run-Based, Procedural Levels, Grid-Based Movement, Turn-Based Combat.





