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Dungeon Master II: The Legend of Skullkeep cover art

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Dungeon Master II: The Legend of Skullkeep

FTL Games · 1994 · DOS

Doesn't play in a browser tab yet: it plays on your own device. Opens github.com in a new tab. Follow it to see on your home page when it comes out, or plays here.

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Install

A build to download from the project and run on your device.

  • skproject

    By gbsphenx26 stars on its repository

    Releases

    Decompilation

    Latest release rel-20210703, Jul 3, 2021 (a pre-release)Code last updated Aug 29, 2026

    How to play
    1. Download a build from the project's release page: its files say which systems they run on.
    2. The project's page says what it needs from your own copy of Dungeon Master II: The Legend of Skullkeep, if anything.
    3. Launch it.

From SubmitGame's list, read Oct 21, 2026, with releases, stars and licenses as each project's repository gives them. The steps are the same for every project of a kind: its own page has the details.

Under the hood: every project behind it, its license and code, how they connect, and who made them.

  1. Pre-release · Jul 3, 2021skproject rel-20210703, and 2 more since Mar 26, 2015

About

Dungeon Master established several new standards for role playing and computer games in general. Dungeon Master was a realtime game instead of the traditional turn-based approach that was prevalent until then. Instead of using text-based commands to interact with the environment, players directly manipulated objects and the environment by clicking the mouse in the enlarged first-person view. Abstract Dungeons and Dragons style experience points and levels were eschewed in favor of a system where the characters' skills were improved directly via using them. It also introduced some novel control methods including the spell casting system, which involved learning sequences of runes which represented the form and function of a spell's effect. For example, a fireball spell was created by mixing the fire symbol with the wing symbol. This kind of attention to detail and focus on the user interface was typical of the game and helped create an often captivating sense of craft and ingenuity. Other factors in immersiveness were the then-revolutionary use of sound effects to indicate when a creature was nearby, and (primitive) dynamic lighting.

Description from IGDB.

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