Guild of Dungeoneering ULT APK (FULL GAME)

1.0.1
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Developer
Gambrinous
Updated
Aug 19, 2026
Size
460 MB
Version
1.0.1
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Description

Guild of Dungeoneering ULT hands you a deck of dungeon cards and asks you to build the corridors, monsters and treasure around a hero who refuses to take orders. Anyone who keeps burying dungeoneers in the Grasslands and cannot work out why will find the fix in the Gold spending order and the hero pathing rules. The single most useful fact is this: loot and gold tiles are steering tools first and rewards second, and using them that way changes your first ten runs.

How to Play Guild of Dungeoneering ULT

Guild of Dungeoneering ULT is a turn-based dungeon crawler in which you never control the hero directly. You draw cards each turn, then place rooms, monsters, traps and loot around an autonomous dungeoneer who picks their own path through the dungeon you are building.

That inversion sits at the centre of everything. Your dungeoneer walks, fights and levels up on their own. Meanwhile your job is closer to stage management than swordplay.

Each run belongs to a quest with its own objective, and some quests add a turn limit. Between runs you return to the guild, spend Gold, and widen the pool of classes and loot cards you can draw from. Gambrinous built the original in 2015, and this rebuild folds both adventure packs, Pirate’s Cove and Ice Cream Headaches, into the base product. The rebuilt version also added a Guildopedia that records every attack card and enemy after you meet it.

What Dungeon Card Placement Actually Does

Every turn you hold a small hand of dungeon cards. Some place empty rooms that extend the map. Others drop a monster onto an existing tile, scatter loot, or leave a pile of gold. The current version always deals you cards that physically fit the board, so you rarely stall with a dead hand.

Placement is a balancing act rather than a puzzle with one answer. Weak monsters feed your hero experience and loot cards. Strong monsters end runs fast. For example, dropping a level 3 enemy two tiles from the start room in the Grasslands usually ends with a fresh tombstone in the graveyard.

The Ivory League Story and the Graph Paper Art Style

The story frames you as the owner of a shabby adventurers’ guild trying to outgrow the snooty Ivory League. A Bard narrates your failures in song, and the writing leans hard on puns. However, the tone never gets in the way of the numbers underneath.

Visually the whole thing lives on hand-drawn graph paper. Rooms look like sketched tiles, monsters look like doodles, and the current version lets you swap between several paper backgrounds. That presentation reads well on a phone screen, because the high-contrast line art stays legible when tiles get small.

How It Compares to Slay the Spire and Meteorfall on Android

Slay the Spire remains the reference point for paid Android deckbuilders, and the two games share almost nothing beyond cards. In Slay the Spire you climb a fixed tower and refine one combat deck. Here, by contrast, you build the map itself and your combat deck comes mostly from equipped loot.

Meteorfall: Krumit’s Tale sits closer in mood but plays on a 3×3 grid where enemies and items share one board. Both of those titles put you inside the fight. This one keeps you outside it, which is the real dividing line for anyone choosing between them.

Android Version vs the PC Version

The PC build arrived first and still holds the larger community, with Steam reviews sitting at 76 percent positive across roughly 1,740 posts. Mobile players get the same campaign, the same classes and the same loot tables. Touch controls handle it well, since dragging a card onto a tile is a natural phone gesture.

Two practical differences matter. Price is one, because the mobile edition launched at $3.99 while the desktop listing normally costs more. Save progress is the other, as runs do not sync between the phone build and a desktop library.

Card Battles, Hero AI and Touch Controls

Combat in Guild of Dungeoneering ULT resolves as a turn-based card duel where both your dungeoneer and the monster play one card per round. Your hero draws three cards to the enemy’s one, which is the built-in advantage that keeps early fights winnable.

Damage splits into physical and magical types, and blocks work the same way. A physical block stops physical hits and does nothing against a fireball. Some cards ignore blocks completely.

Your hero climbs from level 1 to a cap of level 4 during a single run, gaining base health along the way. Everything else comes from equipped gear, so the loot you scatter decides how the deck actually behaves. Dragging a card out and holding it over the board previews the path update before you commit, and that preview is the single most useful touch feature on mobile.

How the Hero AI Picks Its Next Room

The hero AI weighs nearby tiles and walks toward whatever looks appetising. Loot and gold pull strongly. Unexplored corridors pull weakly. Monsters with the Aggressive trait move toward your dungeoneer instead of waiting.

Here is the part most write-ups skip: because pathing responds to bait, you can route a run without placing a single wall. Drop a gold pile past a dangerous tile and your hero walks by the threat. First bait, then build the corridor you actually wanted.

Physical Damage, Magical Damage and Block Cards

Card talents come from two places. Some cards carry your class name, so a Cat Burglar draws Cat Burglar cards. Others arrive from equipped gear, and hovering a card shows the talent behind it, such as Fire II or Holy I.

Talent levels stack. Two pieces of Arcane gear push you into higher-tier arcane cards, and those cards hit harder than anything in your starting deck. Therefore the loot choice screen matters more than the fight itself, and dropping a strong talent line for a shiny new item is how good runs quietly collapse.

What Happens When You Clear a Quest Objective

Objectives vary. Some quests ask you to defeat a named boss, others to reach a marked tile, others to kill three monsters. Once the condition triggers, the run ends immediately and you bank the reward.

That instant ending catches new players out. A quest with no boss can finish the moment your third kill lands, even if half the map is still unbuilt. Consequently you should grab the loot and gold you want before touching the objective.

How to Unlock New Dungeoneer Classes

New dungeoneer classes unlock in two ways. Most arrive when you build the matching room in your guild with Gold, and the rest are rescued directly from quests inside Pirate’s Cove. Tier 1 recruits cost roughly 50 Gold, while a tier 3 class runs to about 2000 Gold.

Classes are not upgrades to a single character. Heroes reset after every run, so what you actually buy is a permanent option on the recruitment board.

The roster leans comic. You start with the hopeless Chump and end up hiring things like the Cartomancer, the Shapeshifter and the Ice Cream Monk. Star icons on each portrait flag whether a class belongs to tier 1, tier 2 or tier 3, which saves a lot of squinting on a phone.

Chump, Cat Burglar and Other Tier 1 Recruits

Your opening roster contains one Chump, and the Chump is deliberately terrible. Ditch it after the first quest. For roughly 50 Gold you can build a tier 1 room and hire something that survives past the Rat boss.

The Cat Burglar is the friendliest first pick, because its cards reward steady chip damage rather than lucky draws. Alchemist and Barbarian both work too. Each tier 1 class carries a small trait that shapes its deck, so read the trait line before spending.

Rescuing the Drunken Sailor, H2Omancer and Swashbuckler

Pirate’s Cove breaks the purchase rule entirely. Its three classes, the Drunken Sailor, the H2Omancer and the Swashbuckler, cannot be bought at any price. Instead you rescue each one during a Cove quest, and the rescue permanently adds them to your guild.

The H2Omancer is the oddest of the three. Its skills discard and draw constantly, and it can see the enemy’s next card once its discard pile holds at least three cards. That makes it the only dungeoneer that actively wants to lose cards.

Guild Digger, Super Chump and Ultra Chump

The rebuilt version added three classes that did not exist in the 2015 release. Guild Digger borrows gear from dead dungeoneers at the start of a run, which turns your graveyard into a supply cupboard. Super Chump and Ultra Chump are joke escalations of the starting class, and both hit far harder than the name suggests.

Guild Digger rewards a specific playstyle. Lose a well-equipped hero deep in the Dwarven Mines, then send a Guild Digger in next, and the run starts with gear that would normally take ten tiles to assemble.

How to Use Favour with the Fates

Favour with the Fates is a resource you earn by defeating monsters standing on a tile marked with a Rune of Fate. You spend it from a small menu in the top right corner, where 1 Favour draws an extra card in battle and 2 Favour permanently burns a card from your run deck.

Ice Cream Headaches introduced the system alongside 21 new quests and 30 new monsters. The rebuild then spread its associated loot traits across the whole game rather than one region.

Most players use Favour badly for their first several hours, and the interface deserves some blame. Nothing on the dungeon screen reminds you that the menu exists. Runes sit quietly on tiles, and a monster killed one square away earns you nothing at all.

Earning Favour from Runes of Fate

A Rune of Fate is a marking on a dungeon tile, not a card you place. Kill a monster while it stands on that exact tile and your Favour counter ticks up. Kill the same monster one tile over and you get nothing.

Some classes cheat the system. The Snowitch starts a run with 1 Favour thanks to its Favoured trait, and gains more whenever its class ability lands. Similarly, dealing 3 or more damage while the Favourite skill is active adds another point.

Spending Favour In Battle and Out of Battle

Inside a fight, 1 Favour draws an extra card. Save that for the opening rounds of a boss battle, because a wider hand early compounds across the whole fight. It also works as an emergency button when a healing card sits somewhere in your deck.

Outside a fight, 2 Favour burns a starting card for the rest of the run. Weak 1-damage cards are the obvious targets. Note that cards granted by talents cannot be burned, so an Arcane I mind strike stays stuck in the deck until you upgrade the talent.

Fate Cursed and Fate Charged Loot Traits

Two gear traits tie directly to your Favour total. Fate Cursed items cost you 2 hearts if your Favour sits at zero. Fate Charged items grant 2 hearts once you hold 3 or more Favour.

Those thresholds turn Favour into a stat rather than a spending pool. Holding three points can be worth more than spending them, especially in a boss room. In practice I bank Favour through the early tiles, then decide at the boss door whether the hearts or the extra draws matter more.

How Gold, Guild Rooms and Star Tiers Work

Gold is the only currency in the game, and you spend all of it inside your guild rather than in a shop. Building a room widens one of three pools: the classes you can hire, the loot that can appear in dungeons, or the blessings you start runs with.

Each purchase carries a star tier. Tier 1 rooms are cheap starters, tier 2 upgrades sit around 750 Gold, and tier 3 classes reach roughly 2000 Gold.

The economy is deliberately tight, and the design leans on that tightness. You cannot buy everything, and trying to will slow your progress instead of speeding it up. Later regions raise quest payouts substantially, which is how the game paces access to tier 2 and tier 3 content without ever saying so.

Why Gold Per Dungeon Has a Ceiling

Individual runs cap what you can carry out. Gold pickup tiles pay small amounts, and the Grasslands in particular feel stingy, with typical runs paying out only a couple of dozen Gold. Roughly a third of your early income comes from those pickup tiles rather than quest rewards.

Quest payouts climb sharply once you reach the Jungle and the Mines. Completing all dungeons in a region pays a large lump sum, and the final dungeon pays out an enormous one. Boss rematches in cleared regions also exist as a repeatable income route, which is the standard fix for a stalled save.

Blessings, Loot Sets and the Item Pool

Blessings are passive run-start bonuses bought with Gold. Loot sets are different: each one adds four to six items into the pool that can drop during any dungeon, anywhere in the campaign.

Here is the trap nobody warns you about. Buying every loot set at tier 1 fills the pool with a mix of physical and magical items, so a physical-damage Ranger keeps finding wands. A smaller, focused item pool hands you the gear you actually want, faster.

Why Dungeoneers Reset to Level 1

Heroes level up inside a run and reset afterwards, every time. Level 4 is the ceiling, and it mostly grants base health. Nothing about that hero carries forward.

Your guild is the save file. Rooms, classes, loot sets and blessings persist, so progression lives at the organisation level rather than the character level. As a result, losing a strong dungeoneer costs you a run and nothing else.

All Regions in the Campaign, from Grasslands to Dwarven Mines

Five regions make up the full campaign: the Grasslands, the Jungle, the optional Pirate’s Cove, the snowy Ice Cream Headaches area, and the Dwarven Mines. Each region holds several adventures, and each adventure holds a small stack of quests with their own objectives.

Difficulty climbs in clear steps rather than a smooth curve. Grasslands monsters die to a decent tier 1 class. Mines monsters do not.

Region tiers also gate your gear. Star icons mark quests and regions the same way they mark loot, so a tier 3 region expects tier 3 talent lines on your dungeoneer. A new game option called the Jungle Shortcut skips the Grasslands entirely for returning players, which is worth knowing before you start over.

Grasslands and the Rats? How Original! Opener

The campaign opens with an adventure called Rats? How Original!, which doubles as the tutorial. Completing both its quests unlocks the Trophy Room. Rat-themed enemies fill the tiles, and the Rat King carries the Leader trait, gaining health for each surrounding minion.

Grasslands quests are short. Objectives include simple kill counts and reaching a marked square, and turn limits stay generous. Nevertheless this is where most first-time dungeoneers die, usually because a Chump met a boss.

The Jungle and the Pirate’s Cove Detour

The Jungle raises enemy health and introduces the Jungle Warrior and Jungle Shaman, both carrying Leader. Quests here include Snakes on a Plain and The Sapphire of Tlaloc, and payouts improve noticeably over the Grasslands.

Pirate’s Cove is an optional branch of roughly the same difficulty, unlocked by finding a pirate map inside a Jungle quest. It roughly doubles the size of the Jungle stretch and adds 29 monsters, including Merfolk, Giant Crabs and Three-Headed Monkeys. Its 27 items drop everywhere in the campaign, not just inside the Cove.

Ice Cream Headaches and the Dwarven Mines

The Ice Cream Headaches region sends you into snowy mountains to meet ice cream monks and fight things like the Slushie Elemental and the Pygmy Mammoth. Its 21 quests also introduce the Rune of Fate tiles that power Favour.

The Dwarven Mines close the campaign and hit hardest. A level 1 Dwarven Digger arrives with 9 health and a recycling set of 3-damage physical attacks plus a block-and-heal card. Most players stall here, and the usual cause is a guild full of tier 2 classes facing tier 3 content.

Common Mistakes That Kill Dungeoneers Early

Three mistakes account for the overwhelming majority of early failed runs, and none of them happen during combat. Two happen at the guild screen, and one happens because a menu goes unnoticed for hours.

Combat itself is fairly forgiving. Your hero draws three cards against the monster’s one, and blocks stop most early damage.

What actually ends runs is a bad loot pool, a hero walking somewhere you did not intend, and unspent Favour sitting in the corner. Fixing all three costs no Gold whatsoever, which is why they belong together.

Buying Every Loot Set at Tier 1

New players treat the guild screen like a shopping list and buy every available room. That feels like progress. In practice it dilutes your item pool with both damage types at once.

Pick a lane instead. If your favourite class deals physical damage, buy physical loot sets and leave the arcane ones alone. A narrower pool means the gear that supports your talent line shows up in fewer tiles, and fewer tiles means less exposure to monsters.

Treating Loot Tiles as Rewards Instead of Bait

Loot and gold cards look like presents for your hero. They are actually the steering wheel. Because pathing responds to bait, placing a loot tile on the far side of a corridor pulls your dungeoneer past anything sitting in between.

Use that deliberately. Place the bait first, then build the route you want them to walk. Players who place rewards next to the hero and monsters further out end up with a dungeoneer wandering straight into a level 3 enemy at level 1.

Never Opening the Favour Menu Outside Combat

The Favour menu holds three options, and the game never explains that some of them work outside a fight. Plenty of players finish an entire region without touching it once.

Burning a weak starting card between fights is often stronger than drawing an extra card during one. A deck with four junk cards removed hits its good cards far more often across a long run. Check the counter every few tiles, because Favour earned and never spent is simply wasted.

Trophy Trials, Hardcore Runs and the Guildopedia

Trophy Trials are self-contained runs that ignore your campaign guild entirely and hand you a curated loadout instead. The game offers a random pick of loot upgrades and blessings tied to the region’s tier, so a Trial in the Dwarven Mines grants maxed tier 3 blessings while a Grasslands Trial gives only starting ones.

These extras exist for players who have already beaten the campaign and want the systems without the economy. A recent update also added a Hardcore setting for people who found standard runs too soft.

Elsewhere the guild holds quieter collectibles. The Trophy Room fills with trophies as you beat bosses, the graveyard fills with tombstones as you fail, and the Guildopedia quietly records every card and enemy you meet. Each of those three tracks a different kind of history.

How Trophy Trials Pick Your Loot and Blessing

A Trial starts you with basic loot plus every loot upgrade from tiers below the Trial’s region. On top of that, the game offers two upgrades from the current tier and you choose one. Blessings work the same way, with two random offers and one pick.

That structure makes Trials the cleanest place to test a class. Nothing depends on what you happened to buy months ago. Instead every run starts from a known baseline, which is why experienced players use Trials to compare classes fairly.

Hardcore Runs and the Graveyard

The graveyard fills automatically as dungeoneers die, and it is played for laughs rather than punishment. Twenty tombstones is a normal number for a first campaign, not a sign of failure.

Hardcore runs raise the stakes for players who want tension back. The Guild Digger class also interacts with the graveyard directly by borrowing gear from the dead, so a stocked graveyard becomes a genuine asset rather than a record of embarrassment.

Assist Toggles for Extra Health and Gold

Two optional toggles sit in the game menu. One grants +1 Health to every dungeoneer. The other multiplies quest Gold by five, though it does not multiply Gold picked up from tiles or kills.

Crucially, switching either one on does not disable achievements. That combination is unusually generous, and it is the practical answer for anyone stuck in the Mines without the Gold for a tier 3 class.

Best Guild of Dungeoneering ULT Tips and Tricks for Beginners

Three habits separate players who clear the Dwarven Mines from players who stall in the Jungle. All three involve decisions made before a fight begins.

Bait placement controls where your hero walks. Card burning controls what they draw. Talent stacking controls how hard they hit.

None of these require extra Gold or a better class. A tier 1 Cat Burglar played with all three habits will outperform a tier 2 hire played without them, and that gap widens as regions get harder.

Bait Pathing with Gold and Loot Tiles

Place your gold and loot cards where you want the hero to end up, not where the hero currently stands. A pile two tiles beyond a dangerous room pulls them past it. A pile behind them drags them backwards into ground they have already cleared.

Chain the bait across several turns. Drop one pickup, watch the path preview update as you hold the card, then plan the next one from the new position. On a phone this preview is easy to miss, since it only appears while your finger holds the card over the board.

Burn Weak Starting Cards Before the Boss Room

Every class ships with filler cards that deal 1 damage. Spend 2 Favour to burn those as soon as you have gear producing better options. Each burn permanently thins the run deck and raises the odds of drawing something useful.

Timing matters more than quantity. Burning early wastes Favour on a deck you have not built yet, while burning right before a boss battle leaves no rounds to benefit. I aim to burn my first card once two gear pieces are equipped, which usually lands around the fourth or fifth fight.

Stack One Talent Line Instead of Mixing Damage Types

Talents like Arcane, Holy, Fire and Growth stack across equipped gear. Two pieces of Arcane gear unlock stronger arcane cards than four pieces spread across four talents. Therefore a focused build beats a balanced one almost every time.

Growth, Holy and Arcane are the friendliest lines for new players, since all three add card draw or healing. Refuse an upgrade if taking it would break your main line. That single rule of thumb is worth more than any individual item in the loot pool.

Frequently Asked Questions About Guild of Dungeoneering ULT

Is Guild of Dungeoneering ULT available on Android?

Yes. Guild of Dungeoneering ULT sells as a premium one-time purchase on Android, with no advertisements and no in-app currency packs. It also runs on iOS, Windows and macOS. A June 2026 promotion offered the mobile version at no cost through the Epic Games Store app, so check which store your copy came from before reinstalling.

How long does one quest take?

Most single quests run around 10 to 20 minutes on a phone, which suits commutes and short breaks. The game saves frequently and needs no internet connection, so a run survives an interrupted session. A full campaign across all five regions typically fills somewhere between 15 and 25 hours for a first attempt.

Is there enough content to keep replaying?

Plenty. Critics rated the original iOS release at 88 on Metacritic largely for its replay value, and dungeon layouts differ every run. Seventeen or so classes each play differently, Trophy Trials remove economy dependence entirely, and the Hardcore setting raises difficulty for veterans who want a sharper challenge.

Who Should Add This Card Crawler to Their Phone

This one suits strategy players who enjoy setting up a situation and watching it resolve, plus anyone who wants a paid game with no advertisements interrupting a run. Impatient players who want direct control over every swing should look elsewhere. Having sunk a full campaign into it on a phone, my honest verdict is that the loss of hero control stops feeling like a limitation around the third region and starts feeling like the point. Buy it if a tight Gold economy and clever bait placement sound more appealing than reflexes. It remains one of the smartest premium card crawlers on Android.

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