Dungeon Inspection Guild sends you to inspect the dungeon, not to save it
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The adventurer's sword gives way to the inspector's clipboard: the puzzle is meeting the dungeon owner's demands without blowing the budget.
A dungeon inspector, not a hero
You don't slay the dragon; you audit its dungeon. In Dungeon Inspection Guild you wear the Inspector's badge, hired by the D.I.G. guild to survey broken dungeons and bring them back into compliance — traps that fire, rooms that make sense, all of it within what the dungeon owner asked for and the budget they signed off on.
Campaign Mode is where that survey turns into a game: every assignment arrives as a list of requirements, part guild regulation and part the dungeon owner's whim, and the Inspector has to fit it all in without overrunning the budget. Outside the campaign, Creative Mode opens the same editor with no client to please: ready-made room templates, dungeons assembled from several environments, each with a trick of its own. The store page highlights one example of what the editor allows — a slime next to fire becomes an explosive slime — and it is that kind of chain reaction between objects that the game promises to let players work out for themselves.
The third mode is social: the dungeons a player builds can be exported and shared through a community Discord, and the same route works for importing and visiting what other people have built, or taking on the challenge of clearing it.
A test build made to hear players out ahead of release
Dungeon Inspection Guild has no release date — the store page reads "Coming soon" — but it has already gone through the Steam Next Fest showcase with a test build of its own. Twinforged Games announced on June 16, 2026 that the test build had been given a separate store page, set up to gather the impressions of everyone who has already played it. The post makes a plain request: play it and say what you thought. The full game remains in development, leaning on that response while the final version comes together.
For people who like rules, not loot
Inspecting instead of exploring is the central bet, and it sorts two kinds of player right at the door. Anyone drawn to systems with clear rules — working through a list of requirements, calculating what fits inside the budget, solving someone else's problem within the limits they set — will find a genuine puzzle in Dungeon Inspection Guild, with Creative Mode as the reward for those who want the same tools and no client to please. Anyone after the opposite fantasy — walk in as an adventurer, loot the place, walk out — won't find it here: there is no hero mode, only the inspector, the dungeon owner and, once someone decides to share what they made, the rest of the community opening the door that person built.