69 pages • 2-hour read
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Content Warning: This section discusses depictions of graphic violence.
The first major theme of the novel explores the importance of friendship, particularly in survival situations such as those Carl and Donut face. In situations of danger and conflict, the support of friends can mean the difference between surviving or not. Carl and Donut both rely on each other for support in combat situations. There are many examples in the first two books in which Donut saves Carl or vice versa. The best example of this in the second book is when Carl saves Donut’s life during the circus quest. However, friendship can also prove detrimental to one’s safety. The dungeon often tries to convince the crawlers of this, pitting players against each other and encouraging betrayals. Even when partners trust each other, as is the case for Carl and Donut, friendship can be dangerous. Donut’s reckless behavior often puts Carl in difficult, even dangerous, situations, such as her decision to wear the tiara in the first book, which will require them to join the blood feuds on the ninth floor, or her drunken rant about Lucia Mar’s dogs in the second book, which will no doubt lead to a confrontation between them.
And yet, their friendship is important, not only for their physical survival but also for their emotional well-being. Indeed, Carl shows that he values their camaraderie even when it puts him at risk. As Carl reflects in Chapter 12, he has lost every person he ever cared about, and now Donut and Mongo are his family. He now relies on her judgment, as well as his own, for moral guidance. This is clear when Donut generously agrees to add Katia to their party, where Carl might have refused, and when he looks to her for a decision about whether they should stop the soul crystal explosion or save themselves. Donut’s willingness to risk her own life in these cases demonstrates the way their growing friendship has changed them both, leading to important and meaningful character development. Their dynamic shifts from an odd-couple alliance into a chosen family, one that allows Carl to slowly recover his capacity for trust and interdependence, even in the face of relentless violence and systemic dehumanization.
The friendship between Carl and Donut is not the only valuable friendship in the narrative. Their shared friendship with Mordecai is another prime example. Mordecai is, of course, required by the system to offer them guidance, first as their game guide and then as their manager. Mordecai’s advice, based on extensive knowledge of the dungeon, is paramount to Carl and Donut’s continued survival and progress in the game. Fostering a partnership between them is therefore a matter of life-and-death, which is why they reluctantly agree to trick Mordecai about becoming their manager. At the same time, Carl and Donut genuinely like Mordecai and believe—or at least hope—that Mordecai feels friendship and camaraderie for them. This is why they feel such guilt over their trickery, even knowing it is a pragmatic decision necessary for their survival, and fear how he will react if he ever finds out. The emotional stakes of this deception emphasize how fragile trust can be in hostile environments, and how survival often requires moral compromise, even within relationships based on genuine care. Moreover, Carl and Donut’s efforts to befriend other crawlers in the game may also prove valuable. They inadvertently earn the support of the crawler Daniel Baustista 2, whose family they avenged when they killed the circus lemurs. Donut’s decision to add Katia to their party, though largely unhelpful at first, may eventually foster a friendship that could mean all the difference when/if Hekla tries to take Donut away later. In a world where alliances are often transactional, Carl and Donut’s relationships carry emotional weight, forming a rare throughline of loyalty in a system designed to isolate and destroy.
The second major theme is the balance between survival and maintaining one’s moral code. Carl’s conflicting need to survive and maintain his strict moral code is the primary internal conflict of the novel. Carl’s morality, particularly his compassion and sense of justice, is a vital piece of his identity and humanity that he does not want to relinquish, despite the system AI’s and Borant’s best efforts to persuade him otherwise. His mantra, “you will not break me” (122), summarizes his general attitude of defiance against these efforts. Additionally, the symbol of seeds, which first appears during Carl’s encounter with Grimaldi’s circus, symbolizes this defiance. Seeds represent Carl’s hope for regeneration—small acts of resistance that may one day bloom into larger change, even if he does not live to see the results.
Carl’s struggle between morality and survival often clashes with the first theme of friendship, particularly as the scenarios the dungeon throws at him seem to urge him to abandon his friendships and compassion. Repeatedly, Carl faces the choice to uphold his morals at the risk of his own life or compromise his morals to survive. He understands that he must be pragmatic sometimes, as when he and Donut decide to trick Mordecai into becoming their manager. This is one of the few times when the pragmatic need to survive overrides Carl’s moral code, and he feels immense guilt over the decision. In most other cases, however, Carl invariably chooses compassion, mercy, and helping others over his own safety.
This appears throughout the narrative. During the circus quest, Carl finds a path through the situation that will allow him to survive while also planting a seed of mercy and compassion, both within the narrative and in the dungeon viewers. Later, Carl wishes to help GumGum, even knowing that she is not technically a real, living person but a bioengineered NPC, and when GumGum dies, Carl and Donut’s sense of justice will not allow them to ignore it. Despite Mordecai’s insistence that quests will put them in unnecessary danger, and hinder their progress, they still feel driven to find out what happened and punish the perpetrator if possible. Likewise, Carl and Donut choose to stay and stop the soul crystal explosion with little assurance that they will live through the experience, because they believe it is the right thing to do. These decisions highlight Carl’s belief that humanity must be chosen again and again, even in a system designed to erase it.
In many cases, Carl is rewarded for doing the right thing and helping others. He lives through the circus quest precisely because he does not choose the obvious solution, which is to kill Grimaldi. Similarly, his and Donut’s decision to save the other crawlers during the soul crystal incident leads to success, saving dozens of crawlers and thousands of NPCs. However, Carl’s moral code also hinders his progress. He is unable to level up in strength and skill as much as he would like because of his decisions to help others instead of himself. The dungeon consistently punishes him, often in unforeseen ways, for his refusal to compromise his beliefs. As he says in the epilogue, he keeps “getting screwed” (347) by the system and has finally learned his lesson. When he claims that he will no longer get involved in quests, it seems he has come to regret his moral stance and now plans to look out for himself. This moment is deeply ironic, however, since readers have seen Carl’s compassion as the key to his heroism. Whether he can truly abandon his moral code—or whether that claim is just another survival tactic—remains uncertain. The book thus implies that in struggles for survival with increasingly dire consequences, there comes a time when morality must give way to practicality. The novel presents Carl’s moral code as both his strength and his liability. He continues to choose what he believes is right even as the system ensures he is punished for it, revealing the emotional toll of moral clarity in a world designed to exploit it.
The third theme is the blurred line between entertainment and reality, in which the manufactured, storytelling aspects of the dungeon and other shows in the novel become increasingly entangled with the reality of Carl’s life. Carl has known since the outset of the first book that Dungeon Crawler World is first and foremost a kind of entertainment for viewers across the galaxy, which provides enormous profit to the host system. Carl and Donut need to contend with their roles as entertainment commodities. Donut, in particular, has proven adept at understanding this role and adjusting her behavior accordingly. But throughout the first novel, there is something of a distinction between their struggles in the dungeon and the world of entertainment beyond. The two only really intersect when they appear on Odette’s show for their post-floor interviews.
This changes in the second book, as the boundaries between the two become increasingly malleable. The lines blur until eventually there is little difference at all between the realm of entertainment and the real-world dangers of the dungeon. Examples of this abound, from the nature of the NPCs to the ways Carl’s actions in interviews deeply impact his experiences in the dungeon. For instance, despite Mordecai’s explanation that the NPCs are bioengineered and implanted with false memories to support the narrative on each floor, Carl cannot help but view them as real living people. He feels genuine anger over GumGum’s death, believing that she was still a “real biological creature” (203) who believed her implanted memories were real and lived accordingly. His inability, or unwillingness, to draw a line between the lives of NPCs and real people is an integral part of his morality, connecting this theme to the second. It also raises profound questions about personhood and agency: Something that believes it is real and behaves accordingly comes to be treated as real within the emotional and ethical framework of the narrative.
Additionally, Carl’s actions outside the dungeon, such as his antagonistic interactions with Prince Maestro in the first book and his explicit support of rebellion against the Skull Empire in the second book, can and will have consequences inside the game. Mordecai warns him that now that he has made an enemy of the entire Skull Empire’s royal family, King Rust will almost certainly manipulate the situation from outside the dungeon to kill him. Moreover, Carl’s survival now also depends on his ability to fit the story. During the circus quest, he encounters an elite NPC for the first time, and becomes involved in an entirely separate scripted drama, Vengeance of the Daughter. The dungeon has, in the past, been more akin to a competition reality television show, in which the people and challenges are real, though the setting or scenario are manufactured. In Carl’s encounter with Signet, however, he now enters a fully scripted drama, with redetermined and entirely fictional narratives. And yet, these narratives directly impact Carl and Donut’s survival. Even Carl’s decisions are reframed through this lens, rewarded not for being right, but for being dramatically satisfying. The boundary between fiction and fact, between entertaining television and real-life danger, disappears. There is no longer any substantive difference between the two, and for Carl and Donut to survive, he must prove his entertainment value at all costs. The dungeon becomes a dark satire of modern media, where suffering becomes spectacle, resistance becomes branding, and humanity must perform itself to stay alive.



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