# Dunil's Hold

> Dunil's Hold (iPhone/iPad app by Keith Mason Duke.)

- Source: https://appshunter.io/ios/app/dunils-hold/id6756082851 (this page in markdown: same URL + `.md`)
- Developer: [Keith Mason Duke](https://appshunter.io/developer/1858389423)
- Category: Games, Adventure, Role Playing
- Price: $4.99
- Age rating: 12+
- Requires: iOS 26.0 · 802 MB
- Languages: English
- Released: 2025-12-16
- Data updated: 2026-05-17
- User reviews in markdown: https://appshunter.io/ios/app/dunils-hold/id6756082851/reviews.md

## What is Dunil's Hold?

Descend into Dunil’s Hold, a sprawling, text-based procedurally generated dungeon where shadows hold secrets and every decision could be your last. A fusion of classic gaming lineages: text-based games and roguelikes, with gear-based progression, and the unforgiving brutality of Old School Renaissance (OSR) RPGs.

FEATURES:
* DunilsHold Engine: a custom game engine.
* On-device LLM used for narration of certain non-critical aspects of the game.
* Hybrid Text/Graphical Interface tailored for immersion.
* Autosaves with one save slot.
* 100% Offline & Private: Powered by on-device Apple MLX technology. No internet required, no data collection.
* Deep Replayability: A massive, ever-changing dungeon filled with traps, secrets, monsters, and treasure.
* Premium Experience: One price. No ads. No in-app purchases. No nonsense.
* In active development.


## Version history (last 5 releases)

### 1.13 — 2026-05-11

What's New in Dunil's Hold v1.13

This release focuses on the physical structure of the dungeon, the rhythm of your turns, and polish to the narrative experience.

* The dungeon generation engine has been entirely rebuilt. While you hopefully notice no difference, the "bones" of the dungeon are now more robust and varied. This work clears the way for future efforts in the simulation experience.
* Actions like wait and rest now simulate much faster. Rest/Fatigue and Hunger are now separate.
* Continuous improvements to codebase, performance, and the overall simulation and how it is presented.

### 1.10 — 2026-03-12

* Continued under the hood refinements.
* Expanded floor sizes. Floors are now larger.
* Monster reinforcements. Certain monsters can call for help.
* Cursed Items. Not always bad, but you can't remove the item till removed via magic.
* Balance tweaks.

Thanks to all who play!

### 1.9 — 2026-02-21

Version 1.9 brings further stability and improvements, such as:
  - New Fatigue system: your adventurer now gets tired over time, with meaningful stat/speed penalties until you rest.
  - Major UI/UX upgrade: revamped HUD and character screen, clearer status displays, and AC terminology updated to Defense.
  - Improved shop experience: better merchant presentation, richer merchant flavor text, and cleaner buy/sell flow.
  - Better dungeon progression reliability: fixes for Floor 3 progression/stairs issues and safer level-transition behavior.
  - Cleaner narrative output: reduced duplicate room text, fresher room/item/corpse descriptions, and better dynamic updates after actions.
  - Combat and interaction polish: stronger hit feedback, improved movement/stairs/shaft prompts, and balance tweaks to trap detection/disarming.

### 1.8 — 2026-02-06

* Trap updates, new detection methods. A new mechanical system for dodging or mitigating damage from dungeon hazards.
* Map updates, most notably marking unexplored passages.
* Status Effects extended, die from new and exciting ways. Full system integration for Speed (extra attacks), Flying (trap avoidance), and Gaseous Form (wall/door
     bypassing).
* Combat Template Engine. A high-speed replacement for the LLM that provides instant, hallucination-free combat narration.
* Balance updates.
* Thanks to all who play!

### 1.7 — 2026-01-27

• What’s New (v1.7.0 — January 27, 2026)
  Structure & Hazards Update - This is largely stability and bug fixes.

  - Added: Hazard integration via TrapData+Hazard for lasting effects.
  - Added: Typed RoomPurpose system to replace string‑based generation.
  - Added: Non‑destructive skip‑level transitions that stitch into empty chambers.
  - Fixed: Egress scroll cross‑floor teleport transition handling.
  - Fixed: Combat narration prompt precision to reduce equipment hallucinations.
  - Fixed: Legacy ZoneTables references in tests.
  - Changed: Zone tables moved into zone implementations; removed ZoneTables.swift.
  - Changed: GameEngine refined to handle magic‑initiated transition requests.
  - Plus many, many, more! Thanks again to any and all who play!

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*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-05-17.*
