Dungeon Crawler Carl
The Dungeon Crawler Carl series, Book 1
Matt Dinniman
Ace
Fiction, Fantasy/Humor/Sci-Fi
Themes: Aliens, Altered DNA and Hybrids,Anthropomorphism, Apocalypse, Artificial Intelligence, Cutthroat Competitions, Cross-Genre, Dystopias, Fantasy Races, Felines, Games, Stardom
*****
Description
Coast Guard veteran Carl didn't know the world was going to end when he ran out of his Seattle apartment
in his boxers and too-small pink Crocs, trying to catch his ex-girlfriend's purebred Persian show cat,
Princess Donut. If he had, he'd have at least put on pants. But suddenly his apartment building was just...
gone. Squashed out of existence in a blink. Just like every other artificial structure around the world,
along with anyone unfortunate enough to be inside them, leaving him standing in the freezing January cold
with an angry cat in his arms.
Then a voice speaks in his head, along with letters floating before his eyes. Apparently, a galactic
bureaucracy has decided that humans failed to properly claim their home as a sovereign nation, so the
Borant Corporation has arrived to take possession and strip its raw materials. However, they're willing to
give our species a chance to reclaim the planet... if anyone survives eighteen levels of a dungeon-like
reality game that have just been built underground. Oh, and the Syndicate broadcasts these events to
trillions of viewers, with every move and word under constant surveillance, so do try to keep the essential
extinction of humanity interesting for the sake of ratings, or there will be further consequences.
Carl likes a good video game as much as anyone else, but he doesn't want to live through one, let alone
carry along Princess Donut, whom he can hardly abandon to the post-apocalyptic conditions on the surface.
So when he sees a staircase appear, he ventures down, little suspecting what awaits him as a "crawler" once
he enters the first level. Monsters, loot boxes, boss battles, snarky in-game achievements, an all-powerful
AI dungeon master with a foot fetish, a cat who can suddenly talk and cast magic missiles from her eyes...
all this, and more too, lies ahead if he can manage to survive. Beneath it all, he'll find a tangle of
politics and clashing agendas that may spell the end of every living human - or provide unexpected
opportunities to cheat the system and the game-runners out of their prize.
Review
It's almost impossible not to hear about this explosively popular series in fantasy reading circles
these days, but I wasn't sure it would be my thing. After all, I've been disappointed by popular series
before, and I couldn't work out if it would be too crude for my tastes, if it was a one-trick pony of a
book, or if the humor wouldn't land (as there are few things worse than comedy that isn't hitting the
funny bone). But my new job hasn't exactly gotten off to a spectacular start, and I needed to remind
myself that walking into a building full of books need not trigger an automatic gut-clench of anxiety,
plus I still had a holiday gift card to burn off at Barnes and Noble. So I wandered in one fateful day
and walked out with two titles, one of them Dungeon Crawler Carl... and by that night I'd
already devoured over 100 pages. It's been so long since a book grabbed me that fast that I'd forgotten
what it felt like.
How did it feel? Good. It felt very, very good.
Some writers, dealing with gaming and fan-adjacent subjects, are clearly observing from the sidelines,
having maybe seen a picture of a con or walked past someone playing a game and decided that they could
fill out the rest with assumptions and stereotypes and humor that's thinly-disguised mockery (borderline
bullying in some instances). From the outset, it's clear that Dinnman is not one of those authors. He
understands games and gaming and the culture around them from the inside, and he's laughing with, not at,
devotees, in the vein of Galaxy Quest's take on sci-fi fandom. As someone who grew up with the
Commodore (still considered the top gaming computer for having the most game titles on its platform, last
I looked) and who still enjoys gaming (even if I haven't been able to indulge for a while, in no small
part due to life being a dumpster fire loaded with tiny dumpster fires adrift in a sea of fiery
dumpsters), this put me squarely in Dungeon Crawler Carl's target demographic. From the snarky
in-game descriptors and asides to the stats and the level grinding, this is gaming written by a gamer
through and through. (A real gamer, who enjoys playing the game for its own sake, not a hate gamer...
there is a difference.) The game itself also reveals much about the creators and how they're spinning
the extermination of people on Earth.
But there's much more going on than just looting and leveling and sarcastic in-game achievement
announcements. Even in the midst of the absurdity, Carl feels the weight of the end of the world. When
he looks at Princess Donut, he can't help remembering his ex Beatrice... who is probably dead, along
with everyone else he remembers from his old life. As he watches the numbers of "crawlers" drop each
evening with the recap broadcasts, he knows what that means about the population of Earth and the fates
of his fellow humans, even the ones whose grisly deaths don't make the highlight reels. There's grief
and rage and a desperate need to cling to some manner of humanity in a situation engineered to punish
empathy. When he comes across a group of refugees from a nursing home, he's told more than once that
abandoning them is the wiser choice if he wants to level up high enough to survive the next dungeon
down. (Every dungeon level collapses after a certain time, meaning death for anyone who opts to not
play or simply doesn't make it to a stairwell... each of which is guarded by a boss monster, of
course.) He also encounters crawlers who, like some gamers, decide the best way to level up is picking
off fellow gamers for experience points, even when the "competition" is not just pixel avatars on a
screen but living, breathing human beings just trying to survive the end of the world. As Carl gets
deeper into the "game" and starts encountering some of the administrators running/profiting off the
dungeons, and later the third parties (other galactic clans and factions, talk show hosts, and more),
he gets the bigger picture of just how massive the machine is that perpetuates atrocities like the one
he's experiencing, the profiteering off genocide and the encouragement of more and more sick and
brutal displays of power over the powerless, a self-perpetuating engine of escalating horrors. There
are strong shades of The Hunger Games (and too many incidents in the real world) here...
I also need to make a few notes about Princess Donut. Dinniman displays some decent understanding of
cat showing with her; Donut is a grand champion with numerous ribbons, and she knows it, but there's
more to her than just a prima donna (or the standard, lazy stereotype that cats are selfish and hate
everyone). Once she gains the power of speech, she becomes a decently rounded character in her own
right. Yes, she's got absurdly high charisma (if at the cost of a weakened constitution), she can be
vain, and she yearns for attention, but she's also a solid companion and loyal to Carl, and the two
become a true team in their journeys as they figure out how to balance their strengths and
weaknesses. She even comes around to assisting Carl when he chooses to attempt kindness and
compassion over the brutality the game constantly encourages in its crawlers, and she grows as a
character even in the space of this book. They succeed (or occasionally fail) together.
There are other characters, of course, some set up as villains and some as potential friends, but
most everyone has a hidden side or complications that round them and their motives out. Hints are
given about how other extinction "games" have gone; the Borant Corporation is but one of several
galactic superpowers who conquer unsuspecting planets and make their natives run a rigged gauntlet
on the feeblest promises of survival, all for "entertainment" and profit. (They pretty much admit
that the actual value of the minerals they take is barely a drop in the bucket.) Much of this, of
course, will likely come more into play as the series progresses, but enough is set up here to be
intriguing and add extra complications and weight to many situations Carl and Princess Donut face in
their involuntary dungeon crawl.
At the end, Dinniman offers part one of an ongoing story about one of the side characters
encountered, further fleshing out not only the world of the game creators and the crawlers but the
"monsters", who are all reshaped and repurposed beings forced to endure the games as well, offering
further hints of machinations behind the scenes that will bear fruit further down the line.
If there's any real downside, it may be some of the time spent explaining the game mechanics and
other minutiae to the reader and Carl, as his "trainer" Mordecai - himself a survivor of his own
world's version of the games - fills in details. I expect anyone who hasn't grown up steeped in
games with stat screens and skill trees would be confused or bored by the focus on this. Otherwise,
I can't think of any drawbacks worth noting.
I was a little on the fence about whether to go with a four-and-a-half star rating. The Great rating
is one I don't tend to hand out willy-nilly; there needs to be that extra something to kick a book
over the top. The full fifth star was awarded not just because I stayed up late to finish, but
because, at 12:05 AM, I was seriously contemplating ordering the next book in the series instead of
going to bed. Maybe I'll just have to get back to Barnes and Noble with my next paycheck, assuming
life doesn't devour it all before I can get there. The way work has been going, I'm going to need
another reminder soon that rooms of books can be pleasant companions...