Crown Crawler

Press Kit

A dungeon on your wrist. Turn the crown, swing the sword.

Download everything (screenshots, icon, fact sheet)

Fact sheet

Developer
Sean Henley, independent
Release
1 December 2026
Platform
Apple Watch with watchOS 27 (Series 9 or later, Ultra 2 or later, SE 3rd generation), with an optional iPhone companion: journal, bestiary, deeds, and a plain-words guide to the dice
Price
US$2.99; US$1.99 at launch, until 4 January. No ads, no in-app purchases
Genre
Roguelite dungeon crawler
Controls
The Digital Crown is the sword; a tap looses your calling's power
Languages
English, German, French, Spanish, Brazilian Portuguese
Content
Five callings and ten paths, ten places each with its guardian, twenty-eight creatures, six spells and the Fighter's four Battle Arts, eight bargains and prisoners to free, a daily dungeon with a Game Center leaderboard and challenges, sixteen deeds, three watch-face widgets
Contact
seanhenley@gmail.com

About the game

Crown Crawler is a roguelite dungeon crawler made for Apple Watch. The Digital Crown is the angle of your blade: turn it, and the sword sweeps across three lanes of kobolds, ghouls, orcs and worse.

For a thousand winters the Crown kept Ardmoor. Then the old mines breathed out an orc-host, Castle Ardmoor fell, and the gold the horde strewed through its halls drew something out of the dark beyond the world. Now fire burns in Ardmoor. You are the last of the Crown's sworn. Take the long road home: through the burned country and the horde's war camp, along the siege-broken castle wall, then in by the way the horde came out, down through the mine, the crypts, the caves, the sunken vault and the forge, and up through the castle to the throne.

Four callings set out from the first run: Fighter, Rogue, Wizard and Cleric. A fifth, the Barbarian, joins once the Warlord, guardian of the war camp, falls. Each fights its own way. A tap looses the Fighter's Battle Arts (fuelled by fury), the Barbarian's rage or the Wizard's spells, and her book holds three that no one else can learn: Magic Missile, Meteor Swarm and Time Stop. At third level you choose one of your calling's two paths, and later levels bring feats or ability gains, so every run builds a different hero.

Every roll is on the table. Real tabletop rules, from the SRD 5.2.1 and 5.1, decide every blow, and you watch the d20 land: a creature's attack against your Armour Class, your saving throws, initiative against each guardian, and, when you fall, your death saves. Fights are about timing: cut a creature as it winds up, parry a blow as it lands, and keep your wind. A new daily dungeon is the same for everyone, down to the dice.

How it's made

Screenshots

Apple Watch Ultra, 422 × 514. Select one for the full-size image.

Chain Lightning arcing down a castle corridor around the hero A d20 landing on 7: 7 plus 5 is 12 against DC 12, a success A wizard's fire spell setting the corridor alight, with attack rolls in the air Ice Storm freezing the corridor and the creatures in it The Hollow Maw, guardian of the Deep Cavern, rolling initiative A Barred Door bargain: Strength (Athletics) +5 against DC 12 A new bestiary entry, Animated Armour, in Castle Ardmoor The Wayfarer's Rest, where the shopkeeper sells her wares A natural 20 on a death saving throw The death card: You Died, overrun by rats

Icon

The Crown Crawler icon

A gold crown whose band is the knurled edge of the Digital Crown: a hint at how to play. Download, 1024 × 1024 PNG.

Contact

For review codes, interviews or anything else: seanhenley@gmail.com.