Why this experimental autobattler about grinding unicorns into sausages could be the next obsession for Gungeon and Binding of Isaac sickos.
Dunderbeck wants you to think about inventory the way a butcher thinks about livestock. Not as tidy columns of stats, but as a pile of squirming, half‑useful, half‑edible problems that need to be chopped, stacked, or swallowed before they rot.
Developed by RUST LTD, the studio behind VR oddity Hot Dogs, Horseshoes & Hand Grenades, Dunderbeck bills itself as a “frantic inventory‑management auto‑battler” set in the “mystical world of Cincinnati, Ohio.” That combination of phrases is already a warning sign that you are not dealing with a normal game, and the current PC demo leans all the way into being proudly, gleefully experimental.
An autobattler where the real fight is your bag
On the surface, Dunderbeck fits into the growing niche of inventory‑centric autobattlers like Backpack Battles and Turnbound. Your character trundles along a side‑scrolling strip at the top of the screen, automatically swinging or firing whatever you have slotted into their hands. Enemies shamble toward you, blows are traded, and bodies hit the floor.
The twist lives in the bottom half of the screen. Every time something dies, its corpse or dropped junk is spat onto a conveyor of loot that flows directly into your inventory space. There is no calm post‑fight loot phase. You are sorting your bag while the run is still happening, dragging weapons between hands, nudging carcasses into spare slots, and deciding whether that new pipe is worth ditching your half‑eaten unicorn steak.
Dunderbeck is constantly asking what each object is worth to you in the next few seconds, not at the next shop. That shift gives it a tension Gungeon and Binding of Isaac fans will recognize, where every pickup feels like both a blessing and a threat.
The meat‑grinder as an inventory system
The star of the show is your portable grinder, a chugging little machine that turns the entire bottom half of the game into a kind of culinary crafting puzzler. Almost anything you pick up can go into it, from rats and unicorns to broken pipes and mystical trash. Feed the grinder, and it spits out sausages and other processed bits that can buff your character, refill health, or serve as new tools.
What makes it so unsettling is how physical everything feels. Items are not abstract icons, they are greasy chunks with awkward silhouettes that must be rotated and slotted into your bag Tetris‑style. A plump sausage might be powerful but it hogs a strip of inventory space. An emaciated rat weapon is easier to fit but might not hit as hard as the metal club you just ground into mince by accident.
There is friction to every choice. Grinding a unicorn might yield powerful meat, but it also means you are literally feeding mythical beauty into a machine for marginal gains. Keeping a carcass intact clutters your bag, but maybe you want to try eating it instead.
Eat first, ask questions later
Dunderbeck happily blurs the line between consumable, weapon, and crafting ingredient. The game’s own marketing leans on the fact that “everything is eatable at least once,” and the demo takes that idea to some very grim, very funny extremes.
You can gnaw on rats. You can chew on unicorn. You can even chow down on things that any sane person would classify as “absolutely not food.” Sometimes you get a handy buff or a quick shot of health. Sometimes your character gets sick, or your stats twist in ways that make the next fight harder.
This is where the game flirts with the same kind of body horror slapstick that holds Isaac together. You are not just choosing between discrete items on neat pedestals. You are staring at a bag full of damp, dubious materials and trying to decide whether you are desperate enough to eat the glowing purple thing the grinder just spat out.
The result is an inventory system that feels less like a menu and more like a grotesque chemistry set. Fans of Gungeon’s cursed guns or Isaac’s diseased tear mutators should feel right at home poking the edges to see what breaks.
Grotesque, inventive art direction
All of this would be much less interesting if Dunderbeck looked like a spreadsheet. Instead, RUST LTD commits to a grimy, cartoon‑grotesque style where every object radiates texture.
The world is a surreal take on industrial Cincinnati, full of rusty metal, offal‑slick floors, and swollen fantasy creatures that look like they were designed midway through a fever dream. Weapons and junk items feel pulled from a back‑alley pawn shop that shares a wall with a haunted deli. Even UI elements seem to sweat.
It is not pure horror, though. There is a dark humor to everything, the same tone that lets Binding of Isaac turn piles of poop and blood into punchlines. Dunderbeck’s creature designs and props are ugly in a way that feels intentional and playful rather than purely gross. You are repulsed, then you laugh, then you drag the carcass into the grinder to see what happens.
The meaty, tactile visuals also reinforce the core loop. Because items look and feel substantial, rearranging your bag becomes a kind of physical comedy. You are dragging long sausages around stacks of bones, dropping still‑twitching critters into the grinder, frantically shoving junk into corners before an enemy claws something away.
Why Gungeon and Isaac sickos should keep an eye on it
Dunderbeck is not a twin‑stick shooter and it is not a roguelike in the traditional sense, but it clearly shares DNA with the kind of strange, synergistic chaos that keeps people replaying Enter the Gungeon and The Binding of Isaac for hundreds of hours.
For one, it embraces the idea that items are toys, not just numbers. Weird interactions and self‑inflicted problems are part of the fun. Maybe you overcommit to eating every new creature you see and spend the next few rooms trying not to vomit yourself to death. Maybe you grind a legendary weapon into sausage because you were not paying attention to where you dropped it. The game is built to let you dig your own grave with your own teeth.
There is also that crucial tone of gleeful wrongness. Gungeon has guns that shoot guns. Isaac has pickup pools full of tumors and tears. Dunderbeck counters with a mystical Cincinnati where every fantasy critter is either potential meat, potential weapon, or both. If you enjoy that specific flavor of “I cannot believe they let me do this,” Dunderbeck is lining up to scratch the itch.
Finally, the focus on multitasking and on‑the‑fly decision making gives runs a satisfying rhythm. Instead of waiting for shops or shrines to make meaningful choices, you are effectively theorycrafting in real time as corpses pile up. That constant drip feed of micro‑decisions feels like a natural evolution of the “what does this weird pickup do” curiosity that powers Isaac’s best moments.
A fascinating, very experimental demo
All that said, it is important to underline that Dunderbeck is in a very early, very experimental state. The currently available demo on PC, including Linux, is more proof of concept than polished product. Systems are still being tuned, the balance between chaos and control is fragile, and some interactions feel more like rough sketches than final mechanics.
That roughness is part of the appeal if you enjoy poking at odd prototypes. You can already see the shape of something special, particularly in how the grinder, inventory Tetris, and edible everything design philosophy all mesh together. But it is also a game where you should expect sharp edges, confusing moments, and the occasional run that collapses under its own weirdness.
If you are the kind of player who happily downloaded early Isaac mods or dove into offbeat Steam Next Fest curiosities just to see what might be possible, Dunderbeck is absolutely worth a look. If you want a finished autobattler to climb ranked ladders in, this is not that game yet.
Verdict: one to watch from the butcher’s counter
Dunderbeck stands out as one of the strangest new autobattlers on PC by refusing to treat inventory as a background system. Your bag is the battlefield, your grinder is both crafting bench and moral hazard, and your diet is a build path.
Wrapped in disgusting but imaginative art direction and powered by a design ethos that treats every object as something you can swing, eat, or liquefy, it feels like the natural next obsession for players who live for the offbeat and the unsettling. The demo is unquestionably experimental, but beneath the splatter there is a sharp, clever game about making impossible choices in the span of a heartbeat.
If that sounds like your kind of nightmare, step up to the counter and start grinding.
