From Bus Stops to Dungeon Floors: Quick Dungeon Crawler and an Interview with Developer Thomas Peißl
In the hustle and bustle of daily life, we sometimes need small, unpretentious, yet deep “safe places” to escape from everything. For a long time now, my personal safe place has been an indie mobile game: Quick Dungeon Crawler.
Whether I’m waiting at a bus stop trying to shake off the day’s fatigue, or waiting for my food to arrive at a restaurant, I pull out my phone and dive straight into the dungeons. Unlike big-budget games with eye-straining graphics and endless tutorials, this game calms me down by offering pure RPG mechanics in a minimalist package. The “just one more floor, maybe a better loot will drop” loop has become the most enjoyable break in my daily routine.
After spending so much time with the game, I got curious about the mind behind it and reached out to the developer, Thomas Peißl, via Reddit. I told him how much I genuinely enjoy playing his game and asked a few questions. He was kind enough to share his insights.
Here is my unaltered interview with Thomas Peißl:
Question: What was the main inspiration behind Quick Dungeon RPG?
Thomas: It’s based on the source code of Dungeon Crawler on Demand by Redpangilinan. His work was the main inspiration for the project.
Question: What made you choose such a minimalist, pick-up-and-play style for the game?
Thomas: I analyzed a lot of the feedback and comments the original game received and many players really liked the simple style. So I decided to keep that and build on it.
Question: What kind of setting or lore did you have in mind while designing the game’s world?
Thomas: The setting in my mind was something similar to Diablo, but much simpler. One player actually shared a piece of feedback that I liked even more:
“My headcanon for the game history is that we are a familiar/homunculus/golem of a mage (the dev) studying a dungeon or sending us there for entertainment, and every nerf and buff is the mage experimenting on us.”
Question: What is the most rewarding part of being a solo developer for a project like this?
Thomas: Reading player feedback and knowing that I created something people enjoy playing is the most rewarding part.
Question: Do you have any plans for future updates or new content?
Thomas: Yes, currently I’m working on bug fixes. The next planned feature is an equipment stat reroll option.





