Dungeon Automata releases for PC via Steam on January 26

Dungeon Automata releases for PC via Steam on January 26

Medium-Rare Games have confirmed the full release date of Algolemeth, which has since received Dungeon Automata as a new alternate title for its international release. The dungeon crawler with programmable automated commands will be available for PC via Steam on January 26.

A couple of months ago, in September, the studio announced that they and the initial publisher are now working with Raw Fury to co-publish this game. This partnership also generates Dungeon Automata as an alternate title, although the studio is still going to occasionally refer to it as Algolemeth, especially for its local Japanese release.

You can find the release date trailer and announcement right below. Dungeon Automata will be available in Japanese, English, French, German, Spanish, Korean, and Simplified Chinese.

Hello! This is Iizuka from Medium-Rare Games.

The release date for Algolemeth has been set for January 26 2027!

Thank you so much for all the feedback on the demo version!

We have been making improvements based on the input we received, but it took longer than expected, and we were unable to meet our planned release within 2026. To everyone who has been looking forward to it, we are truly sorry for the wait.

We are currently putting the final touches on the game so that it will be something you can all truly enjoy. We would greatly appreciate it if you could wait just a little longer.

Now that we have announced the release date, I would like to share a little bit about when I first started making this game.

I have loved games ever since I was a child, and I always thought that someday I wanted to make a living creating games myself. That feeling did not change even after I took a job at a company outside the gaming industry, so I eventually left the company to focus on game development.

However, I struggled to get the results I wanted. Around the time I felt I had reached my limit to keep developing, I decided that even if this turned out to be my last project, I wanted to give shape to something I truly wanted to create. That is how I started developing Algolemeth in 2021.

It all started with an idea that came to me while playing a dungeon RPG. Wouldn't it be interesting if I could leave not just the battles, but also the exploration and return trips, to a logic I designed myself? I wanted to experience that kind of gameplay for myself.

That said, I did not know if others would enjoy what I thought was fun. Having people actually play it at exhibitions and hearing their thoughts became a huge source of support to keep developing. Based on the feedback we received, the game gradually took shape.

We applied for the GYAAR Studio Indie Game Contest based on the positive response at exhibitions, but we were rejected the first time. Even so, we continued to polish the game based on everyone's feedback and applied again, winning an award on our second attempt. We have been greatly helped by the subsequent development support and the encounters at exhibitions both in Japan and abroad.

Although making this game started with just one person, there were many people who helped along the way. I would like to express my sincere gratitude once again to everyone involved in the production, everyone who shared their thoughts through playtests and the demo, and everyone waiting for the release.

We are making final adjustments for the launch, aiming to create a game where you can enjoy coming up with your own logic, testing it out, tweaking it, and conquering the labyrinth.

If you haven't added it to your wishlist yet, adding it on Steam would be a huge encouragement!

Thank you for your continued support for Algolemeth!