Dungeons of Dredmor Review

While it isn't technically a full-on review, Rock, Paper, Shotgun has at least treated us to a six-paragraph impressions piece for Gaslamp Games' Dungeons of Dredmor. And it sounds like they're enjoying it:
You can sort-of disable permadeath, which entails asking the game to let you load old saves, but while that's a route to achieving more I know full well I'd only feel like I was cheating. The thrill of a good roguelike is narrowly avoiding death and, when death comes, going out in spectacular/pathetic fashion. So, for me Dredmor is a game about dying that's something I'm more than comfortable with, it's just that I'm dying very quickly at the moment.

Part of that is, I suspect, because I'm trying to do to much. There's a huge skill tree in there, massively customisable in order to create your own bespoke class, as well the inevitable megaton of loot. There's also crafting and teleporting and traps and stealing and sneaking and. well, pretty much every RPG feature you care to name, bar talking to the monsters. So I'm getting a bit too distracted by trying to build a new mace or working out how to summon a moustache golem than I am on simply surviving. Which has the added pain of meaning that when I die, I lose a ton of cool stuff I've built an unlocked. Sigh.