You know I have a game concept in my backlog I’ve always wanted to work on that’s like Amigara Fault as a roguelike—an impossible full-on D&D dungeon is discovered outside a small town, full of relics and lore from an alternate history of high fantasy kings and sorcery which obviously cannot be real. You play as locals who are drawn inexplicably into its clutches and never escape.
The overall concept is half its own weird thing and half sort of commentary on games as a pursuit of self-annihilation. My systems notes call for a stat just called “goblin” which measures how much more at home you are becoming in the dungeon than in the mundane world. If it maxes out that character “dies” and just remains as a dungeon monster.