Dungeon Team key art
Worth your time Released 2d offline

Dungeon Team

Assemble a squad of 11 hero classes and let them crawl: WakefieldStudios' tactics idle.

by Robert Lombardo (WakefieldStudios) · 2021 · Web / itch.io / Steam / Kongregate

Dungeon Team is Robert Lombardo's turn-based squad-builder under the WakefieldStudios name: recruit from eleven hero classes, send them into idle PvE dungeon crawls, and take the survivors to the PvP arena. It runs everywhere a small RPG can run, and unlike most of its Kongregate-era siblings it shipped a real Steam version with animated store pages, which already makes it one of the better-preserved entries in its class.

What the loop feels like

You build the team, the team builds the dungeon streak, and the loot funds the next recruit. Classes matter less as individual heroes than as a formation of roles, and the crawl runs whether you are watching or not. That's Dungeon Team.

The tavern heals, the inn restocks, the caverns grind, and the arena pays out. Each building feeds a different half of the game, and the pleasure is watching the little economy of heroes close the loop between runs. That's Dungeon Team.

Dungeon Team gameplay: the squad

The systems doing the work

The named systems are the hero-class roster, eleven classes to recruit and combine; the idle PvE crawl, turn-based dungeon runs that resolve on their own; the building economy, tavern, inn, caverns and arena each covering recovery, restocking, grinding and payout; and the PvP arena, where a team tuned against monsters meets teams tuned by humans. It is a compact structure, honest about being a tactics idle rather than a deep RPG, and the multi-platform release history, Steam, itch.io, Kongregate, galaxy.click and an official site, means the thing is unusually easy to actually find and play, which in this corner of the genre is a feature worth naming.

Where it stumbles

Depth is the honest limit: eleven classes and a four-building loop run out of new questions sooner than genre veterans would like, and the turn-based crawl is straightforward once the formation math settles. The presentation is functional rather than lavish, and the community footprint around the game is small, so there is little meta to learn from beyond your own experiments. None of that breaks the core loop, which stays charming, but it sets expectations: this is an evening-and-weekends game, not a months-long project.

Playing it today

It is live on Steam and itch.io, with a browser version on Kongregate and the official site still standing. If the squad-idle shape appeals, Clicker Heroes is the genre's big commercial take on party progression and Progress Quest is the founding abstraction of the form.

The verdict

A tidy tactics-idle that respects your time: the idle layer does the crawling, the tactics layer earns its keep in the arena, and the multi-platform builds make it one of the more accessible entries in its class. Assemble the squad and let the dungeon do the rest.

Gameplay videos

If you like Dungeon Team

mechanic-matched

© 2026 Idle Index — Game facts from the r/incremental_games community wiki. Editorial is ours.