Dunspin Steam Demo Review
Played 29 Oct 2026 · 1h
Verdict: Maybe

You pull a slot machine lever to buy heroes off the reels, three of a kind gets you a bonus for the next spin, and my favourite moment was the Dusk Cutthroat assassin jumping into the enemy back row.
Dunspin is a slot-machine auto-battler roguelike with deckbuilding from PickGet. You pull a lever, the reels spin, and you buy heroes or items off whatever came up with your gold. Three of the same hero, class, or origin lined up on the reels gets you a bonus for the next spin, usually a reduced cost or a free one. The Steam page says the full version has three regions building up to a boss called the Ashen King; the demo gives you the opening region and roughly an hour of play.
Maybe, if you can get past the art and you liked Slotbound. What stood out most to me is the slot-machine lever itself and the moment the Dusk Cutthroat assassin started jumping back lines and killing things for me. I would want to spin the lever a few more times to see if I could get past the second region. The AI feel will cost it readers before they get as far as the lever, and the difficulty cliff after each boss will cost you hearts you did not budget for. Anyone who bounces off generative AI art in games can leave this one.
Pros
- The slot machine itself is my kind of hook, honestly partly because I like slot machines. Chasing three of a kind on the reels for a cheaper next spin, and locking a reel to carry a hero you want to the next round, are the small decisions I enjoyed making
- The Dusk Cutthroat assassin becoming my favourite hero was the first time I was rooting for a specific unit rather than for a build. The 4,077-damage back-row jump is what hooked me into him
- There is enough underneath the lever that I played three full runs across the hour and would spin it a few more times to see if I could get further than I did
Cons
- The difficulty jumps hard the moment you clear a boss. The first regular fight on the next floor can hit harder than the boss did, and that cost me hearts I had not budgeted for
- Deckbuilding, synergies, items, battle cards, energy, merging and an awaken button all land in the opening hour, and nothing says which one to learn next
- The lore wall before the first lever pull plus the card and origin text keep the reading load high through the whole hour
- UI overlaps in the top bar, hero portraits crop at the top when you pick them up, and the shop screen does not show you how much gold you are holding
- Some sentences in the UI are still in the original Korean
- The art has that generic AI feel that matches a lot of AI I have seen, and the UI mistakes make the AI side of it more obvious
Why did I pick this one up?
I had previously reviewed Slotbound, a 2D slot-machine auto-battler from a different solo dev. The current Steam page sits at Very Positive on 683 reviews. My theory going in on Dunspin was this would be a fast follow off the back of that success, with the same slot-machine recruitment pitch and a 3D fighting layer bolted on. Both games have heavily used AI in the making, which was going to be worth watching for either way. I wanted to see how it compared.
What do you actually do?
At the core you pull a slot machine lever to buy heroes off the reels. The first spin each round is free; after that each spin costs 2 gold. Heroes and items roll up and you spend gold on whichever ones you want. Match three of the same hero, class, or origin on the reels and you get a bonus for the next spin, usually a reduced cost or a free one. Three of the same hero on your field merges up to a 2-star; nine of the base hero merges all the way to a 3-star. You can lock a reel to carry it to the next round if you are hunting a specific hero. On top of the hero reels there is a second reel for items (bucklers, hunter's bows, iron plates, heavy arm) that you drag onto a specific hero to equip. Each expedition starts with three hearts. Lose a fight and you lose a heart. Retry a fight and you lose a heart too. Three hearts gone and the Roguelike run ends. I played three runs across the hour. Twice I cleared the end boss of the first region and then died in the second. The third run did not get me out of the first.
What else is piled on behind the lever?
Before the first lever pull you pick 10 of 12 open origins to take with you on the run; another 8 are locked for the full game. Each hero carries an origin tag (Clockwork, Dusk, Iron, Beast, and so on) and an RPG class (Guardian, Ranger, Assassin, Fighter, Mage, Support). Across the 10 origins I picked, the game told me 34 heroes would appear in the recruit pool. After that pick there is a long written lore wall about a capital that burned, eleven failed expeditions, and a twelfth that is you.
That is before you have spun. Picking which origins to take and which synergies to chase is the Strategy layer sitting under the lever: synergies kick in when you have two or three of a tag on the field, origin or class. Underneath that sits a Deck Builder layer where you draw a hand of battle cards each fight and spend from an energy meter at the bottom of the screen to play them. On top of that: item equipping, heart management, merging, and a right-click awaken for 20 gold. All of it is in the first hour and the pace at which it arrives means you are learning a new mechanic every few minutes. The reading load keeps climbing with it: card text, origin text, shop text, lore text.
I did not use the battle cards for the first half of the run because the fights were short enough that I thought I did not need to. About halfway through I worked out that spending energy every round meant I was clearing fights I would have lost before. I also did not look at the synergy panel much, and I know that was on me and probably cost me some victories.
What was my favourite moment?
My Dusk Cutthroat assassin jumped the front line and landed on the enemy back row for 4,077 damage, which was double what the next hero on the MVP board did. From there I spent gold rolling for more assassins, bought the armour-penetration item for him, and started building the run around that one hero. He had done some big hits early on and I had decided he was my favourite rather than anything else. By the time the run ended I was rooting for a specific hero rather than for a build. That was the part of the hour I would want it to do again.
What about the AI feel?
I cannot 100 per cent say the art is AI-made, and the dev's own disclosure on the Steam page covers both the game and some of the trailer. The colouring, the outlines, and the generic fanciness of it match a lot of AI I have seen. That gives it the impression of AI-created art rather than a hard call either way.
The UI around the art is where the AI side is more obvious, mostly because of the mistakes. Elements overlap in the top bar. Hero portraits crop at the top so the tip of a priest's hat is cut off when I pick him up. The shop screen does not tell me how much gold I am holding, which matters because the shop takes gold. Still images on the lore slides get a wobble animation to pretend they are moving, which I do not like. Some sentences in the UI look like they have not been translated from the original Korean. If you are the sort of player who bounces off generative AI art in games, this one is going to wind you up before you get as far as the slot machine.
What will the full game need?
Difficulty needs a pass. The jump between clearing a boss and the first regular fight on the next floor is sharp enough that I lost hearts I had not budgeted for. The pacing of mechanic introductions also needs a pass. Deckbuilding, synergies, items, battle cards, energy, merging and an awaken button all land in the opening hour and nothing says which to learn next. The reading load is tied to that pacing: the lore wall could be a shorter animated open and the card text could be tightened. The remaining Korean sentences in the UI need translating and the shop screen needs to show how much gold you are holding. Eight of the twenty origins are locked for the demo, which is fine; I would want them all open from the start of the full game so the synergy pool has what it needs.
Game Info
- Full release
- TBC
- Platform
- PC (Steam)
- Multiplayer
- No
- Controller
- No
- Playtime
- 1h
Watch the video review: YouTube
Watch the complete live play on YouTube
Tags: Indie, RPG, Strategy, Deck Builder, Roguelike
Related Reviews
- Die for the Rat King: A dice-poker roguelike where you detour for a reward star on the minimap, come back stronger, and walk past fights you a
- Knightstones: A tactical roguelike where you command from a golden castle balcony, fight on stripped-back cream battle maps, and lose
- Rune Dice: A physics dice roguelike where matching merges spring into chain reactions, rogue backstab deletes the back row, and one
- WuLin Showdown: WuLin Showdown rewards patience, with a clever mind palace deck system that clicks once you commit to learning it.
- Dice Tavern: Farkle Roguelike: Farkle turned into a roguelike where you weight dice, swap faces, and push a target score up a ladder of taverns. The lo
- UnderDark: Defense: UnderDark: Defense has a solid core buried under an unfinished mobile port.