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Roguelike Dungeon sound effects: 12 free sounds from one prompt

Play 12 roguelike dungeon sound effects that Claude Code made from one prompt. Copy any sound's prompt, or download the pack as WAV files.

Tested with Claude Code 2.1.296 · Opus 5.5

Illustration for the Roguelike Dungeon sound pack, with a white sound waveform for each of its 12 sounds along the bottom
  • Sword swing 220 ms

    A quick sword swing whoosh, a short sharp sweep of filtered noise, under a quarter second.

    WAV MP3
  • Enemy hit 300 ms

    A meaty hit on an enemy, a punchy low thud with a short crunchy click on top.

    WAV MP3
  • Player hurt 280 ms

    The player taking damage, a harsh short downward square-wave blip with a noisy edge.

    WAV MP3
  • Enemy death 550 ms

    A dungeon monster dying, a gurgling falling tone that breaks into noise, about half a second.

    WAV MP3
  • Chest open 1.1 s

    A wooden treasure chest creaking open with a soft latch click, about one second.

    WAV MP3
  • Loot gold 450 ms

    Picking up a pile of gold, a quick rattle of bright clinks, under half a second.

    WAV MP3
  • Potion drink 1.3 s

    Drinking a healing potion, a few gurgling bubble pops followed by a soft rising shimmer.

    WAV MP3
  • Trap spikes 450 ms

    A floor spike trap springing up, a fast metallic shing with a hard click, under half a second.

    WAV MP3
  • Stairs descend 1.6 s

    Going down the stairs to the next floor, a slow descending run of low tones, about one and a half seconds.

    WAV MP3
  • Level up 1.6 s

    A level-up fanfare, a quick bright rising arpeggio ending on a held chord, about one and a half seconds.

    WAV MP3
  • Dungeon drone 8.0 s

    A low dark dungeon background drone with faint distant drips, seamless loop of about eight seconds.

    WAV MP3
  • Death sting 2.1 s

    A game-over sting, a slow descending minor three-note phrase that fades into low rumble, about two seconds.

    WAV MP3
What we asked“Make a sound effect pack for a dark, punchy roguelike dungeon crawler: gritty hits, loot and danger, slightly retro. Save each sound as a WAV file in a sounds folder, named like this: - sword-swing: A quick sword swing whoosh, a short sharp sweep of filtered noise, under a quarter second. - enemy-hit: A meaty hit on an enemy, a punchy low thud with a short crunchy click on top. - player-hurt: The player taking damage, a harsh short downward square-wave blip with a noisy edge. - enemy-death: A dungeon monster dying, a gurgling falling tone that breaks into noise, about half a second. - chest-open: A wooden treasure chest creaking open with a soft latch click, about one second. - loot-gold: Picking up a pile of gold, a quick rattle of bright clinks, under half a second. - potion-drink: Drinking a healing potion, a few gurgling bubble pops followed by a soft rising shimmer. - trap-spikes: A floor spike trap springing up, a fast metallic shing with a hard click, under half a second. - stairs-descend: Going down the stairs to the next floor, a slow descending run of low tones, about one and a half seconds. - level-up: A level-up fanfare, a quick bright rising arpeggio ending on a held chord, about one and a half seconds. - dungeon-drone: A low dark dungeon background drone with faint distant drips, seamless loop of about eight seconds. - death-sting: A game-over sting, a slow descending minor three-note phrase that fades into low rumble, about two seconds. Make them sound like they belong to the same game.”

What happened

Claude
I made all 12 sounds as WAV files in game/sounds/. They're generated by a script, tools/make_sfx.py, which I kept outside the game folder. I checked them by measuring: none clip and all peak just under full scale. I haven't listened to them closely, so it's worth playing them through before you use them.

We gave the prompt above to a fresh Claude Code session in an empty folder, with no skills and no extra tools. It wrote a small program that makes every sound from scratch, and it took about 2 minutes. Claude can’t hear, so it checked the sounds by measuring them. Press play and judge them yourself.

Every sound is also in the sound effects library, where you can search all packs at once. They are free to use in your games, commercial or not.