Take Me to the Dungeon!! (連れてって、ダンジョンへ!!) — Honest Review

Take Me to the Dungeon!! (連れてって、ダンジョンへ!!) — Honest Review

Reviewed work by Hanabi Fuusen · View on DLsite

If you’ve ever bounced off a lewd deckbuilder because a bad draw torched your run, this one’s opening pitch is aimed squarely at you: there is no card-draw randomness at all. “Take Me to the Dungeon!!” from three-person circle Hanabi Fuusen is a 100-floor dungeon-crawling card battler wrapped around a cheerful, mostly pure-love adventure with heroine Yuna — and it’s for players who want their eroge to have an actual game attached, not just a clicker between CGs.

What works

Take Me to the Dungeon!! — highlight scene

The card system is the genuine hook here. Instead of shuffling and drawing, your entire deck sits in your hand from the start of battle. When you burn through it, you must permanently discard one card to return the rest to your hand, and you get chances during the run to recover discarded cards. That’s a clean, legible economy: every cycle costs you something, every discard is a real decision, and there’s no hiding behind “the deck didn’t cooperate.” With over 50 cards and 20 spells to build from, plus randomly generated floors (monsters, shops, items, healing, story events) where you can scout the next three levels ahead, the loop rewards planning rather than luck. There’s also real post-game structure — clearing the main story unlocks the Abyss, an endless challenge dungeon where you start from a fixed deck and pick up random cards as you descend — and three difficulty settings, so you can treat it as a story delivery vehicle or an actual roguelite test. The game has already made it to a console port in its all-ages form, which tells you the gameplay side isn’t an afterthought.

The cast is more characterful than the genre baseline, too. Yuna is a bright, energetic sword-and-magic girl diving the dungeon to reach a wish-granting relic and save her little sister — competent but a bit of an airhead who occasionally fumbles in combat. The dungeon’s demon side is carried by a nice sister pairing: Mona, the quiet, immensely powerful woman actually revered as the Demon Lord, who develops an unhealthy fixation on the protagonist, and Pamela, her mischievous little sister who claims the Demon Lord title herself and tags along after meeting your party. A vampire queen holds the mid-floors, and a succubus queen with four named succubus daughters runs her own gauntlet of trouble. The story branches into multiple endings based on your choices, and the whole thing is fully voiced in Japanese by a proper cast (Yaya Hanayashiki as Yuna, among others).

Take Me to the Dungeon!! — highlight scene

On the adult side, the numbers are honest about where the effort went: 30 base CGs, but 20 of the scenes are animated, with over 200 total variations. Coverage is broad for a vanilla-leaning title — fellatio, paizuri, footjobs, group scenes, tribadism — plus tentacle and monster encounters for spice, with creampies throughout. The overall register is pure-love and consensual rather than dark. There’s even Lovense toy integration with customizable patterns for supported scenes, which is still a rarity in doujin games and a real bonus if you own the hardware.

What doesn’t

Take Me to the Dungeon!! — drawback example scene

Be clear-eyed about what “no randomness” actually means: it only covers card draw. Floor generation, item drops, and card acquisition in the Abyss are all still random, so run variance is very much alive — the pitch removes one specific frustration, not RNG as a concept. The permanent-discard mechanic is also double-edged: it’s what makes the system interesting, but players who hate irreversible attrition on their deck mid-fight may find it stressful rather than strategic. And 30 base CGs is a modest count for a campaign that spans 100 floors and this many named heroines; the animation and variation count do a lot of heavy lifting, but if you measure value in distinct illustrations, the base pool is on the thinner side.

The scenario is the biggest unknown. The official pitch promises “laughs, excitement, and emotional moments,” which is boilerplate that could describe anything, and with the release this fresh there’s essentially no player feedback yet to confirm whether the multi-ending story lands or coasts. The fetish mix could also cut both ways: strict vanilla purists may not love that tentacle and monster scenes share space with the pure-love core, while anyone shopping for genuinely dark or hardcore content should look elsewhere entirely — this is a fundamentally sweet-natured game.

Who should buy this

Take Me to the Dungeon!! — target audience scene

Buy it if you want a lewd deckbuilder where deck construction and discard management actually matter, and your taste runs vanilla-with-monster-girl-detours rather than dark. Importantly for readers here: the game officially supports English text (alongside Chinese and Korean), so non-Japanese players can enjoy the full story — only the voice acting is Japanese, which is arguably the preferred arrangement anyway. Skip it if you’re purely CG-hunting and have no patience for card battles.

Verdict

Take Me to the Dungeon!! — final verdict visual

7.5 / 10. A mechanically confident card battler with a genuinely clever discard economy, generous animation, and full voice work, held back from a higher score only by a modest base CG count and a story that, as of this early date, remains an unproven quantity.

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