The government has come along and spoiled Lance and his team's fun. No longer are they supposed to go into Incursions to gain experience and coins. Good thing they aren't the kind to sit back and listen. What the government doesn't know won't hurt them.
Dungeon Incursions is a slow-moving apocalypse, where the system doesn't lead to societal collapse but changes in civilisation itself. Not solo OP MC but team-based dynamics. Fans of post-apocalyptic and apocalyptic LitRPG fiction like Primal Hunter and Defiance of the Fall will be thrilled!
Lance and his team have survived another brutal dungeon run and are steadily leveling up in the aftermath of the apocalypse. Once they’ve stopped “vibrating” enough for another incursion to be considered safe, they head toward a farm two hours outside the city. But outside the dungeons, the world is still changing. The government has issued a new directive that could drastically alter how survivors move forward—and Lance’s group will have to decide where they stand before the next portal opens.
I’ve now read the first three installments in this series, and they absolutely need to be read in order. That said, I use the term “book” loosely here because these read more like episodic dungeon-crawling adventures than full-length novels.
The primary focus is very clearly dungeon runs, combat sequences, monster encounters, and power progression.
And honestly? The dungeon sections are the only fun bit. The portals themselves are one of the coolest aspects of the series. Each dungeon functions like a gateway into another world where monsters spill into Earth until the boss is defeated and the surviving humans are ejected back into reality. It’s a fantastic premise and creates nonstop tension whenever the team enters a new incursion.
This installment’s dwarven enemies were especially well described, and the action scenes remain the strongest part of the series. The author clearly excels at combat and environmental descriptions.
Where the series struggles a bit for me is outside the action. Even after three installments, there’s been very little character development, and I’m still not heavily invested in the cast themselves. The quieter moments often feel rushed—as though the story is eager to get back into the next dungeon instead of slowing down long enough to deepen the characters or world-building outside the incursions.
Because of that, these feel more like “episodes” than fully fleshed-out novels. That isn’t necessarily bad—it just depends on what you’re looking for. If you want nonstop dungeon action and progression mechanics, this absolutely delivers. If you’re hoping for deep emotional arcs or heavy character-driven storytelling, it may feel a little thin.
I already own the next two installments through the box set, so I’ll definitely keep going to see if the emotional investment catches up with the excellent premise.
So from book ( and I use the word book lightly because these are way too short) 1. The main character complains about not having enough DPS and constantly running out of arrows. So why exactly does he never upgrade his quiver? It's stated that he could, but just doesn't bother to. Why? That's just not logical. And because the details of prices and other things in the store are never told to the reader ( too much planning or effort I guess?) It is just dumb. Maybe if these were not split into separate tiny 110 page ' books' this would be a non issue. As it stands though it makes the characters out to be idiots
This series is missing a solid thread to link these books together.
Book one was a set up, and it was very slow and detailed. Book two set the tone, this was very social commentary directed. The ending teased governmental oversight which I had expected to find about in book three. Instead it is just another set up book. The one star is because when book four starts with details on the oversight, you could skip this one and will have missed nothing. This has no meaningful story, and in short burst books that just makes it useless.