Uncut
Curated by taste and lineage

A dungeon where every battle demands the best choice.

A first-person, grid-movement 3D dungeon RPG. You walk stone-walled underground labyrinths one tile at a time, then battles drop into a third-person, turn-based view where you read each enemy's intent icon and answer it: guard, dodge, or strike. It is built so every single fight asks for the best possible choice, a stoic design with no slack. You raise a party of up to three across classes and skill trees, customizing race and hair. Losing is not punished: a defeat sends you back to camp with progress kept, so you return with a new plan, and new recruits grow up in just two or three fights. A solo-feeling work by the Japanese indie Pon Pon Games, published by PLAYISM, in the lineage of the first-person grid dungeon crawl, Wizardry. It already plays in English, yet the West has barely found it.

Published 2026-06-21

01First, the one feeling

02Who this is for (and who it is not)

For you

  • You love the first-person grid dungeon crawl of Wizardry and Etrian Odyssey, walking stone labyrinths one tile at a time with a party you raise
  • You want combat where every single battle demands the best choice, reading intent icons to guard, dodge, or strike, not a button-mash grind
  • You want a gem the West has not found yet, Overwhelmingly Positive in Japan at 96 percent yet barely read abroad, even though it already plays in English

Not for you

  • You want a forgiving, low-stakes RPG you can autopilot, not a stoic design where every battle asks for the best possible move
  • You want fast real-time action rather than first-person grid exploration and turn-based, read-and-answer battles

03The roots of this taste

96% positiveonly 658 reviews — yet almost no one has found it

Potato Flowers in Full Bloom Buried gem

A first-person, grid-movement 3D dungeon RPG. You explore stone-walled underground labyrinths one tile at a time, then battles drop into a third-person, turn-based view where you read each enemy's intent icon and pick the right answer: guard, dodge, or strike. It is built so every single battle asks for the best possible choice, a stoic design with no slack. You raise a party of up to three across classes like Knight and Shaman with skill trees, customizing race and hair. There is no harsh punishment for losing: a defeat sends you back to camp with your progress kept, so you simply return with a new strategy, and a new recruit grows up in just two or three fights, cutting the grind of the Etrian Odyssey line. About 16 to 20 hours to clear, around 30 for 100 percent, across four labyrinths. Made by the Japanese solo-feeling indie Pon Pon Games and published by PLAYISM. Overwhelmingly Positive in Japan at 658 reviews and 96 percent, yet the West has barely found it: only 218 English reviews, repeatedly called underrated and a hidden gem. English is already supported.

Give it your first pass

Wizardry: Proving Grounds of the Mad Overlord The origin

The origin of the first-person, grid party-based dungeon crawl: in 1981, Sir-Tech shipped the first party-based dungeon RPG on the Apple II, where you move through stone-walled labyrinths one grid tile at a time in first person, build and train a party, and descend toward the deepest floor. This gem is a direct heir to that core flavor, the first-person grid crawl and the party you raise, and the Etrian Odyssey line everyone knows sits downstream of it, while this one connects straight up to Wizardry itself.

Give it your first pass

04Make this gem shine

If it speaks to you, check it on Steam and give it your first pass. Your push is what makes a buried gem shine.

See it on Steam

05The bloodline of this taste