Dungeon Crawler & Tower Climbing Novels: Why We Love Grinding
From Dungeon Crawler Carl to Solo Leveling. A guide to dungeon and tower fiction, and why watching someone clear floor after floor is oddly compelling.
I've spent more hours reading about fictional people clearing dungeon floors than I've spent in actual video game dungeons. This is either a problem or a lifestyle. I've decided it's a lifestyle.
Here's why dungeon crawler and tower climbing fiction is so satisfying.
The Core Appeal
There's something primal about dungeon fiction. One person (or party) enters a dangerous place. They fight monsters. They get loot. They go deeper. Repeat until powerful.
It's the most video-game-like structure in all of fiction, and that's exactly why it works. We've been trained by decades of gaming to find this loop satisfying.
Dungeon Crawlers vs Tower Climbing
These get lumped together but they're slightly different:
Dungeon Crawlers focus on exploring underground labyrinths, caves, or pocket dimensions. The emphasis is on exploration, traps, and clearing rooms. Think classic RPG dungeons.
Tower Climbing is about ascending floors in a massive structure. Each floor is a new challenge. The tower itself is usually mysterious, and reaching the top is the ultimate goal.
Both scratch the same itch, but tower stories tend to have more explicit progression (Floor 1, Floor 2, etc.) while dungeon crawlers can be more exploration-focused.
Why It's Addictive
Clear progress markers. Floor 47 is objectively better than Floor 46. You always know exactly where the protagonist stands.
Loot drops. I don't know why reading about fictional magic items is satisfying, but it is. When the MC gets a legendary drop, I feel a tiny dopamine hit.
Escalating stakes. Each floor/level is harder than the last. The tension naturally builds.
Self-contained arcs. Each dungeon or floor can be its own mini-story with a beginning, middle, and end.
The Classics
Dungeon Crawler Carl by Matt Dinniman is the entry point for most people. Earth becomes a dungeon, and the only way to survive is to become a contestant in an intergalactic game show. It's funny, creative, and occasionally devastating.
Solo Leveling defined the tower climbing genre for a generation. Sung Jin-Woo starts as the weakest hunter and becomes an absolute monster. The progression is pure dopamine.
The Beginning After The End has excellent tower/dungeon sequences mixed with its broader story.
Tower of God (manhwa) is literally about climbing a tower. Thousands of chapters of escalating floors and power.
Common Tropes
The Unique Ability: The MC always has something special that lets them clear content differently than everyone else.
Hidden Floors: Secret areas that only the MC discovers, usually containing broken loot.
Boss Monsters: Big fights at the end of arcs. The pacing usually builds to these.
Party Dynamics: Sometimes it's solo (Solo Leveling, obviously), but party-based dungeon crawlers add team dynamics.
The Deep Floors: The further down/up you go, the more mysterious and dangerous. Late-game floors often have lore implications.
The Downsides
I'll be honest about what doesn't work:
Repetitive structure. Enter floor, fight monsters, beat boss, level up. It can feel formulaic.
Power creep. By book 3, the MC is so strong that authors struggle to create meaningful challenges.
Lack of character development. Some dungeon crawlers are so focused on progression that characters feel flat.
Grinding descriptions. Reading about someone killing their 500th goblin is not inherently interesting.
What Makes a Good One
The best dungeon/tower fiction does something beyond just "clear floors":
Dungeon Crawler Carl adds dark comedy and genuine character growth.
Solo Leveling has S-tier art (in manhwa form) and excellent power fantasy pacing.
Tower of God adds complex politics and mystery about the tower's nature.
The key is having something beyond the loop. The loop gets you hooked; the something else keeps you reading.
Finding Your Type
Want comedy with your dungeons? → Dungeon Crawler Carl
Want pure power fantasy? → Solo Leveling
Want epic scope? → Tower of God
Want something specific? → Tell narrator what you want. "Tower climbing but the MC is a support class" or "Dungeon crawler with base building between runs."
Web Fiction Dungeon Content
Royal Road and similar platforms are goldmines for dungeon content:
- Azarinth Healer: Dungeon-focused progression with excellent combat
- The Runesmith: Crafting meets dungeon crawling
- Blue Core: Dungeon core perspective (you ARE the dungeon)
- Delve: Math-heavy dungeon optimization
The serialized format works perfectly for dungeon fiction. Each chapter can be a floor; each arc a dungeon run.
The Grinding Life
There's no shame in loving dungeon content. It's designed to be satisfying. The structure works because it taps into something fundamental about progression and achievement.
The loop might be simple, but simple loops are why people play games for thousands of hours. Reading dungeon fiction scratches the same itch without the carpal tunnel.
Now if you'll excuse me, I need to find out what's on Floor 51.