Devlog #004: Dungeons of Yugopunk
dev 03 Nov 2025

This month, while the open world of Yugopunk keeps expanding, we’re also exploring its dungeons — tighter, challenge-packed playgrounds built for action.


Across the Yugopunk world, dungeons are the remnants of post-catastrophe civilization — enterable buildings and other points of interest like crumbling townhouses, abandoned factories, old gas stations, caves, and forgotten farmhouses waiting to be explored.


Each one tells a story of the world before, inspired by the landscapes and remnants of Yugoslavia — and offers a chance to claim what’s been left behind.

Current Dungeons

The ruined world is full of forgotten places — each with its own story, risks, and rewards. Here’s a glimpse at some of the dungeons currently in the game:

Village Houses – Modest, rundown homes on the edge of settlements. These structures often include small kitchens, bedrooms, and storage rooms, sometimes still holding traces of the families who once lived there. Expect simple enemies — or, if you’re lucky, friendly NPCs, like a villager in a farmhouse, offering stories, quests, or helpful items.


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Townhouses – Once homes of the better-off, now dangerous ruins filled with multiple floors, attics, and larger living spaces. You’ll explore bedrooms, lounges, and utility rooms littered with personal belongings and scrap materials. Inside, you can find useful gear and higher-tier resources — but you’ll face tougher enemies that have taken shelter in these abandoned rooms.


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Churches – Tall, echoing structures that once offered sanctuary. Many contain main halls and small crypt-like storage areas. They often serve as temporary refuges for friendly NPCs, though not all are safe — sometimes, scavenger gangs have taken shelter within.


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Gas Stations – Compact but rich in scavenging opportunities. Players can explore storage rooms, toilets, shelves, fridges, and the cashier area, each holding traces of the old world. Expect to find cigarettes, beer, spare fuel, and coins scattered around the property. Perfect for restocking.


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Procedural Ruins

Every dungeon is generated dynamically when you enter it. Our procedural system assembles interiors from a pool of handcrafted rooms, layouts, and object sets. This means no two dungeons are ever exactly alike.

Each visit can feel completely different — with varied loot spawns, shifting furniture layouts, changing lighting conditions, and new enemy placements every time. Sometimes the lights are on, other times you’ll move through darkness with only your flashlight to guide you.

It’s a mix of randomness and intention, built to make exploration feel unpredictable and alive.


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Light and Visibility

Lighting plays a huge role inside dungeons. The outdoor weather and time of day directly influence how bright or dark interiors feel. Enter a house at noon, and you might still catch sunlight slipping through broken windows or roof gaps.

After sundown, you’ll need to come prepared — a portable lamp is essential for navigating the darkness. Nighttime exploration also comes with a cost: dungeons grow tougher, darker, and deadlier, filled with more aggressive enemies lurking in the dark.


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Scavenging and Loot

Inside dungeons, players can find valuable loot — crafting materials, food, and even rare gear hidden throughout the environment. Supplies are scattered across drawers, containers, and other storage spots.

A gas station might hold spare fuel, cigarettes, beer or coins. A farmhouse could hide preserved food or seeds. Factories often reward players with advanced materials.


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What We’re Working On

Our current focus includes:

  • More Dungeon Types – We’re building a larger variety of dungeons, from small village houses to factories, police stations, abandoned mines, and large industrial zones.*
  • Expanded Loot Tables – More item sets are in production, adding depth to what players can discover and scavenge.
  • Gameplay Experiments – We’re testing new features to make dungeons even more fun: traps, random encounters, and ambushes that keep players alert.
  • Dynamic Difficulty – At night, dungeons become tougher — darker, deadlier, and filled with more aggressive enemies.
  • Enemy and Friendly Encounters - We’re developing a new system for dynamic NPC spawning, allowing dungeons to feel more alive and unpredictable. Some locations may be occupied by hostile scavengers or unique bosses, while others may contain friendly survivors. We’re also exploring meaningful interactions with friendly NPCs — from simple dialogue and trading to potential side quests and story-driven events.

Thank you for following the development of Yugopunk. For updates, previews, and behind-the-scenes insights, follow us on our social channels or sign up for our newsletter to stay informed as the game progresses.


Until next time,

Sunbox Games

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Yugopunk community scene showing players around a campfire at night in a cooperative survival setting