navy dress blues uniform Original U.S. WWI US Navy Gunners Mate Service Dress Blue Uniform Set with  Named Pre-1933 U.S.S. Yorktown (PG-1) “Flat Cap”
SKU: 87881991880
navy dress blues uniform

navy dress blues uniform Original U.S. WWI US Navy Gunners Mate Service Dress Blue Uniform Set with Named Pre-1933 U.S.S. Yorktown (PG-1) “Flat Cap”

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navy dress blues uniform Original U.S. WWI US Navy Gunners Mate Service Dress Blue Uniform Set with Named Pre-1933 U.S.S. Yorktown (PG-1) “Flat Cap”Original Items: Only One Set Available. The US Navy dress blues have been in service for over 150 years and are still worn today. On a couple of occasions the Navy tried to replace the uniform. First, in the mid 40s, an "Ike" style uniform featuring a short jacket was tried out and was soundly rejected after its trial period. Then, between 1973 and 1980 the uniform was, in fact, briefly replaced with a more contemporary suit and visor cap design only

 Original Items: Only One Set Available. The US Navy dress blues have been in service for over 150 years and are still worn today. On a couple of occasions the Navy tried to replace the uniform. First, in the mid-40s, an "Ike" style uniform featuring a short jacket was tried out and was soundly rejected after its trial period. Then, between 1973 and 1980 the uniform was, in fact, briefly replaced with a more contemporary suit and visor cap design only to return to the tried-and-true dress blues. The uniform's main qualities of comfort, practicality, and a distinctive design have endeared it to the sailor. Iconic in appearance, the primary WW2 dress blue outfit consisted of a beret style cap with a ribbon and bow around the band; a "V" neck jumper with a square sailor's collar; a silk neckerchief; and bellbottom trousers with a 13-button broadfall front. Although its design features evolved from needs that had long since passed into history and were archaic even by WW2 standards, the uniform provided the sailor with an instantly recognizable uniform that boosted morale, evoked esprit de corps, and honored the Navy's proud history.

Photos dating back to at least the early 1860s show US sailors wearing a blue wool uniform not too different from the WW2 design. Through much of its early years the uniform was worn at sea, but by WW2 it had become mainly a dress uniform used for more formal occasions such as in formations, ceremonial activities, or for special guard duty. It was also worn on shore leave in appropriate climates. In fact, during WW2 it is most often seen being worn in northern shore and training stations by new recruits. The shift from a practical working uniform to one used for dress occasions was inevitable as military doctrine was evolving during the 1930s and 40s by setting specific roles for uniforms and establishing clear distinctions between work, garrison, and combat attire. And by the end of WW2 the age of multi-use uniforms had passed.

The dress blue jumper and trouser combination was considered a winter uniform to be worn in cool temperatures. It was constructed of high quality 16-ounce Melton wool that had a fine nap and was relatively soft to the touch. There were appropriate accessories to keep sailors warm on colder days. These included an overcoat made of matching heavy-weight Melton, blue wool knit gloves, and a blue wool muffler. The Dress Blue Uniform was included as part of the enlisted man's initial clothing gratuity. In northern training stations it was issued at induction and in warmer areas not until graduation was complete and final assignment received.

The dress blue uniform underwent continuous refinement over the decades of its use as was typically the case with uniforms that existed for any length of time. This process continued during WW2 with some significant changes being made to the jumper and trousers at the end of 1943. At this time it was decided to shorten the length of the jumper by six inches and simplify the waistband area of the trousers. These changes were implemented primarily to realize savings in a wartime economy by reducing the amount of fabric required to make the uniform and to speed up production by simplifying the manufacturing process.

The Dress Blue Uniform Items In This Grouping:
- Patched Gunner’s Mate Jumper and Trousers: The Gunner's Mate rating is primarily surface warfare-based. Closely associated Naval occupational ratings are Fire Controlman (FC), Aviation Ordnanceman (AO), Missile Technician (MT), Mineman (MN). The Gunner's Mate rating is one of the original ratings created as a result of the Naval Armament Act of 1794. The others include Boatswain's Mate (BM), Quartermasters (QM), Master-at-Arms (MA), and Yeoman (YN). The rating is also among the top five source ratings for enlisted Naval Special Warfare candidates.

The left breast features a single pinned on ribbon for the WWI Victory Medal, in wonderful condition. The right upper sleeve has a strange combination “dual rated” type of patch. The rate insignia is what appears to be a Gunner’s Mate as well as a Quartermaster, one we have not encountered before! The right shoulder has a white branch mark present. Enlisted men below the rank of petty officer wore stripes around the shoulder of their dress blue jumpers called Branch Marks. These stripes were made of ⅜-inch-wide white or red braid. Men assigned to the Seaman Branch wore a white braid on the right shoulder and men assigned to the Artificer Branch (Engine Room Force) wore a red braid on the left shoulder. Branch Marks were worn until the rank of Petty Officer was achieved, after which a Rating Badge was worn on the sleeve of the jumper. The cuff stripes indicate the rank of a Seaman 1st Class. Both the trousers and jumper are in good condition with minor moth nips and no significant damage.

- Pre-1933 USS Yorktown Flat Cap: The blue cloth cap was remarkable for its longevity having served as an essential part of the enlisted sailor's uniform for over one hundred years. During its considerable time in service, the blue cap sailed on frigates, sloops, paddle wheels, submarines, battleships, and aircraft carriers. It was present for the transition from sails to steam to fuel oil, and even lived to see the advent of nuclear propulsion. But perhaps, most of all, the cap brings back memories of great armadas, the age of Dreadnoughts, and the historic conflicts they partook in. Recorded in the Navy Uniform Regulations as early as 1833, the blue cap was originally part of an ensemble of clothing prescribed for enlisted seamen to be worn outdoors in both cold and warm weather. Early regulations simply described a "Blue Cloth Cap" until the Civil War period when the wording was slightly changed to "Blue Cloth Cap, without visor".

The circumference of the pre-1933 cap was much larger and required a wire stiffener on the inside to help keep its shape. Just like a lot of other sailors, the stiffener was removed to attribute a saltier appearance. The 1933 cap had a front riser that lifted the crown well above the ribbon. Additionally, the crown of the 1933 cap was attached to the sides using a cord seam, which is not present on this one. Prior to 1941, the vessel's name or any one of a number of different shore station designations could be displayed on the ribbon. In this case it's the Gunboat USS Yorktown (PG-1). The cap is in lovely condition and is even named on the inside with H. H. EDMAN stenciled into the top lining. Unfortunately we have not been able to locate any service information, making for a wonderful research opportunity.

This is truly a wonderful set of an early US Navy Dress Blue Uniform with a ship tallied flat cap! Comes more than ready for research and display.

Approx. Measurements:
Collar to shoulder: 9.5”
Shoulder to sleeve: 20”
Shoulder to shoulder: 17.5”
Chest width: 17.5”
Waist width: 18”
Hip width: 18”
Front length: 23.5"

Pants:
Waist:15.5"
Inseam: 28"

USS Yorktown (PG-1)
USS Yorktown was the lead ship of her class of steel-hulled, twin-screw gunboats in the United States Navy in the late 19th and early 20th centuries. She was the second U.S. Navy ship named in honor of the American Revolutionary War's Battle of Yorktown.

Yorktown was laid down by William Cramp & Sons of Philadelphia in May 1887 and launched in April 1888. She was just over 244 feet (74 m) long and 36 feet (11 m) abeam, and displaced 1,710 long tons (1,740 t). She was equipped with two steam engines which were supplemented with three schooner-rigged masts. The ship's main battery consisted of six 6-inch (15.2 cm) guns and was augmented by an assortment of smaller-caliber guns.

At launch, Yorktown joined the Squadron of Evolution of "New Navy" steel-hulled ships. Detached from that squadron, Yorktown, under the command of Robley D. Evans, sailed to Valparaíso, Chile, during the 1891 Baltimore Crisis and relieved USS Baltimore at that port. After that situation was resolved, Yorktown took part in the joint British–American sealing patrol in Alaskan waters and duty on the Asiatic Station before returning to the United States in 1898. Yorktown was out of commission during the Spanish–American War, but took part in actions in the Philippine–American War and the Boxer Rebellion in 1899 and 1900, respectively, after she had been recommissioned.

After three years out of commission from 1903 to 1906, Yorktown hosted the Secretary of the Navy on board when he greeted the Great White Fleet on its arrival in San Francisco in May 1908. Over the next five years, most of Yorktown's time was spent in sealing patrols in Alaska and duty in Latin American ports. From July 1912, Yorktown was out of commission for alterations, but resumed duties off the Mexican, Nicaraguan, and Honduran coasts beginning in April 1913. Through World War I, Yorktown continued in the same role, until she departed for the East Coast of the United States in April 1918. She served as an escort for one convoy headed to Halifax in August, and remained in coastal escort duties in the east until January 1919. After arrival at San Diego in February, she was decommissioned for the final time in June 1919, and was assigned the hull number PG-1 the following year. She was sold in 1921 to an Oakland, California firm and broke up that same year.

Recommissioned on 1 April 1913, with Commander George B. Bradshaw in command, Yorktown operated out of San Diego on shakedown into mid-April. She was soon back at Corinto, however, remaining in Nicaragua until 5 June. After a brief period of operations off the coast, she returned to Corinto on 21 June and remained there for over a month before departing on 31 July to coal at Salina Cruz, Mexico. She moved to Mazatlán on 10 August and there picked up mail, delivering it to the port of Topolobampo, Mexico, on the 11th. Yorktown remained there until mid-September.

For the remainder of 1913, Yorktown conducted local operations out of San Diego and San Francisco. In January 1914, though, the gunboat returned to Mexican waters and investigated local conditions at Ensenada between 3 and 6 January before moving, in subsequent months, to a succession of Mexican ports: Mazatlán, San Blas, Miramar, Topolobampo, and La Paz. Following an overhaul at Mare Island from 24 June to 2 September 1914, Yorktown served in Mexican waters again into June 1915. From that point until the entry of the United States into World War I in April 1917, Yorktown continued her routine of patrols off Mexican, Nicaraguan, and Honduran ports with occasional repairs at Mare Island and maneuvers out of San Diego.

After the United States joined the Allies, Yorktown operated off the coast of Mexico until August 1917, when she paused briefly at San Diego. On 18 July 1917, Yorktown rescued the last surviving members of an abandoned guano mining settlement on Clipperton Island. From a peak population of roughly 100 in 1915, only four women and seven children survived. After her time off the Mexican coast, Yorktown then cruised off the west coasts of Central and South America into 1918. After a refit at Mare Island, Yorktown, sailed for the east coast on 28 April 1918, transiting the Panama Canal en route, and arrived at New York on 20 August. The gunboat escorted a coastal convoy to Halifax, soon there after before returning to New York. She performed local coastwise escort duties through the end of World War I. After a period of upkeep at the New York Navy Yard in December, she departed the east coast on 2 January 1919 on her last voyage to California.

Arriving at San Diego on 15 February 1919, Yorktown was placed out of commission at Mare Island on 12 June 1919. On 17 June 1920, she was assigned the hull number PG-1. The veteran steel-hulled gunboat was sold to the Union Hide Company of Oakland, California, on 30 September 1921; she was broken up in Oakland sometime after that.

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The Bookwyrm Speaks
Carnegie, US
★★★★★ 5
Just such a fun story!
Format: Kindle
LitRPG/GameLit is a hit or miss genre to me, often concentrating on gimmicks with stats or using harem elements to draw in fans instead of concentrating on creating a good story with strong world building. With that said, the hits in the genre can stand up with the best of more traditional fantasy and sci-fi. Dungeon Crawler Carl definitely fits into the hit category for me. In fact, I rate it as highly as my favorites in the genre, 8-Bit Bastards by Joshua Mason and Mogworld by Yahtzee Crowshaw. The world building is just fantastic in this story. The idea that aliens would destroy all above ground structures, and then re-purpose them into an underground dungeon like a Role Playing Game is just crazy, but it works. Then inhabiting that dungeon with a mix of aliens and more traditional fantasy creatures, and some hilarious plays on modern culture (the KraKaren, for example) just shows the author’s creativity and warped sense of humor. The world is just basically an intergalactic reality tv show, but with real life consequences. And this is where the fantastic cast of characters comes in. Carl, the erstwhile title character, is just kind of an everyman, a Coast Guard vet who was just kind of meandering through life when the aliens came a knocking. Babysitting his soon to be ex-girlfriend Bea’s cat, Princess Donut, a prize winning show cat, he lucks out as she escaped out the window and he had to chase her outside when the buildings all collapsed. It only gets crazier from there, as he and all the survivors are told they have a specified time to find a stairway leading to the dungeon to try and save their planet, or be stuck on a barren waste of an earth. Carl, unfortunately, chased the cat out in his boxers, a leather jacket, and Bea’s crocs. So armored, he starts his adventures in the dungeon, as he must try and keep himself and Donut alive in the dungeon, while most of the things in the dungeon are trying to kill the “players”. Can you say Goblin Killdozer? Because Carl and Donut meet one soon enough, in a hilariously dangerous first contact. It only gets crazier from there as Donut is given intelligence through a prize in a lootbox, and becomes a player in her own right. She’s still a cat, though, so this leads to some hilarious situations as well, as they proceed through the dungeon to reach the second floor of eighteen. The rest of the characters are a lot of fun, ranging from an alien mentor in the tutorial guild that tries to help them while not getting in trouble, to a group of players escorting a bunch of people from a retirement home through the dungeon. This is hilarious and sad in turns, and is definitely not something I expected to see. The villains are the usual mix of bosses you’d expect in a dungeon, but with funny twists on them. They are also, in some cases, transformed humans who are playing a part against their will, making the fight against them that much more difficult. There are some choices Carl and Donut have to make that are heart wrenching, to say the least. It was not something I expected, but it added a whole new layer to both the character choices and the story. Some of the villains were just hilarious plays on pop culture, such as multi-level marketing fairies. The aliens that run the game are also an interesting bunch, giving a whole new meaning to cut throat businesspeople. Oh, and before I forget. The AI voice announcer is a total jerk, in possibly the most hilarious voiceover ever. The narration is performed by one of my favorite narrators, Jeff Hays. I have been a fan of his for years, because his production company, Soundbooth Theater, is one of the best in the audiobook market. He does such a fantastic job of bringing this story to life. Whether it be the voices of the various characters or the AI voiceover, which is hilarious, he gives each character a unique and very distinct voice all their own. You are never in doubt about who is speaking. Its hilarious when he has to read out Donut’s text messages on the chat, since she texts in all caps and he actually emphasizes that. It’s the little touches that really stand out, and his narrative pace is so perfect, he can give classes on how to do it right. If you have the chance, I recommend the audio version. I was so sad to see this book end. I was so enthralled in it, I was shocked when it ended, but I knew there were more books in the series on audio already, so I have that to look forward to. If you are a fan of LitRPG/GameLit, or just funny fantasy dungeon crawler stories, I think you can find something to enjoy here. I highly recommend this book, and the audio version especially. You won’t be disappointed.
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Reviewed in the United States on August 30, 2021
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Jamie Smith
Lake Worth, US
★★★★★ 5
Hunger Games, Hitchhiker's Guide, and Idiocracy all blended together
Format: Kindle
This is one of my favorite series I've read in years. I'll start with a summary of the basic premise of the series. There are some mild spoilers here but it's what I would have wanted to know before going in to the series: Former Coast Guard sailor Carl is just trying to get his cat out of a tree at 2AM in the morning when the alien Borant Corporation takes over the planet in the blink of an eye, killing the majority of the population. Carl, and others who've survived the initial assault, are then encouraged to enter a Hunger-Games-style elimination contest taking place under the surface of the planet. If any humans can survive all 18 levels of the World Dungeon, they will be granted back control of their planet and all its resources (as well as free health care for life). As it's better than freezing to death in a ruined city, Carl descends the stairway to find a world where high fantasy is brought to life through incredible technology, muddled together with distorted echoes of Earth life. In fact, the events inside the dungeon are being broadcast live as the latest season of Dungeon Crawler World, the most popular reality TV series in the known universe, watched regularly by quadrillions of sophonts. If Carl wants to stay alive, let alone make progress, he'll have to face crafty goblins, meth-addicted llamas, giant wasps, and many, many even weirder things. But like any reality show, being charismatic and sticking with the program also matters: attracting fans and alien sponsors will net him the best equipment, while deviating too far from the showrunners' intended story could see his struggle... accelerated. However, he doesn't have to do all this alone: the game has gifted his cat Donut with human-level intelligence and potent magic powers, turning her into a sassy, shoulder-mounted, spell-launching companion with a big personality. Over time, they find other allies as well within the labyrinth, people whose struggles they can relate to and whose backs they can watch. But before long, Carl and Donut realize that winning the dungeon isn't what they should be after. What they really want is to break the game, and to break it so badly that the rich aliens who organized it will regret the day they made others fight and die for their own amusement. Story-wise, I'd say this series is about 40% Hunger Games (similar basic structure), 40% Hitchhiker's Guide to the Galaxy (you will meet the many alien races that populate our galaxy and learn how each one is flawed in its own ways), and 20% Idiocracy (advanced technology... hasn't exactly made people, or aliens, smarter). It manages to be funny, suspenseful, and surprisingly sweet all at the same time, while being more than a bit of a social commentary. If you sometimes feel like the people at the top of our society don't... exactly have ordinary people's best interests at heart... this series may be for you. I've read all seven books so far, some of them twice, and am eagerly awaiting the eighth!
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Reviewed in the United States on March 7, 2026
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Jim Farmer
New York, US
★★★★★ 4
A man. A cat. A dungeon. Not much else.
Format: Hardcover
Dungeon Crawler Carl is certainly a book about a guy named Carl, who is in a dungeon. For the first half of the book, that tells you everything you need to know about it, and likely everything you'll remember. Don't worry, the second half won't burden you with too much more. OK, that's not entirely fair. There's a cat too. SIGH. OK, fine. I'm not going to belabor the plot; if you want to know that, read the synopsis at the top of the page. So let's talk about the writing. Matt Dinniman's writing style consists almost entirely of somebody nudging you in the ribs while pointing at something they found funny and going "Ehh? EHHHH?" He comes up with some clever jokes, but the way he's chosen to put them to page basically puts a big neon sign up every time that says "GET READY FOR A JOKE," which takes away most of the humor. It's like he thought the Monty Python "Wink Wink, Nudge Nudge, Say No More" sketch could carry an entire book. But that's better than his attempts at drama. The author has basically set up a situation with zero stakes, because you know Carl and the cat will be fine. He's set up some obvious conflict seeds that I anticipate will matter in books 2 and 4, respectively. Everything else is just an obvious attempt to gin up pathos. But Matt can't even do that without a neon sign saying "You're supposed to care about these people before something bad happens to them." And then...something bad happens. Shocking, right? He apparently realized at one point that he had completely failed to make us care about a side character, because he suddenly exposition-dumped as much back story as he could come up with right as they got into a perilous situation. No loot boxes for guessing what happens next. When The Witcher books used that trick, Andrej Sapkowski managed to make it shocking the first time, and then each time after it got progressively more gut-wrenching, because you had already come to care about the characters. But Dinniman's side characters are just a name, a weapon, and some background actions that barely matter as they occur behind self-insert character Carl. And Carl barely has more characterization than that. I think there were maybe 4 times in the book where he got around 2 paragraphs of back story that went any further than "My girlfriend was cheating on me! She's the worst! *Sniff* and now she's goooooonnne!" And even those instances were pretty much generic protagonist backstory A. OK, so he hit a single on humor, struck out on drama...what's left? I guess there are some attempts at suspense. But once again, Dinniman's neon sign problem comes into play. To be clear, I'm a very credulous person. I take things at face value and don't look for deeper meaning. My brother figured out the twist to The Sixth Sense after about 20 minutes, and I was gobsmacked at the end. I just want you to understand what kind of person you're dealing with when I say that this book failed to surprise me once. The writing follows a very clear "set up the thing, try to distract you from the fact that the thing was set up, pay off the thing" pattern. More than once, the thing that was being set up was immediately followed by someone essentially saying "Oh, that probably doesn't matter." *Narrator Voice* "It mattered." As soon as any short time jump occurs, you know something consequential happened in it, and Dinniman wants to keep it quiet to "surprise" you in a few pages. And it's usually that fast; no tension building up, just "...and here's how we did it!" My wife used to complain about songs with obvious lyrics, where one line would leave the singer with nowhere to go except the words that came next. Everything was so obvious you could almost sing along the first time you heard it. This writing is exactly that, expanded to more than 400 pages. Oh, and be ready for the book to end on a cliffhanger that feels no more consequential than a typical chapter break and leaves you flipping back and forth thinking your copy must be missing a few pages. OK. I got all that out of my system. So now the questions remain: Why did I still give it 4 stars, and why did I just order the second book? Let's start with the obvious one: The humor isn't bad. It would be funnier if it weren't broadcast so obviously, but I laughed out loud more than once. I laughed twice. Which is more than once. And I snickered a few times. And smirked several times. And smiled quite a bit. I even read one joke out loud to my wife, and she chuckled. So there's that. Also, for an obvious self-insert protagonist, Carl is moderately lovable. Dinniman avoids the obvious hangdog "woe is me" traps that a character like this could fall into, where everything goes wrong and the character whinges endlessly about it. He also doesn't try too hard to be a tough guy or start morphing into an anti-hero. The closest Carl ever gets to that is the occasional thought of "It would be so easy to [do the bad thing] to gain experience..." Then he shakes his head, says he's not that kind of person, and moves on. Because he's not that kind of person. He's somewhat tough, somewhat capable, and knows the rules of the kind of video game the dungeon is based on. I don't hate him. There are a few clever plot devices. For instance, Dinniman figures out a way that characters can "say" things to each other that wouldn't make sense to say in context, or that would take too long to say in their current circumstances. Then, he creates an in-universe reason to keep the characters from abusing this ability to communicate the way some people do with psi-links in a tabletop RPG. There are enough things like that to make me want to see what he comes up with next. Finally, I think I'm sticking around because there's a lot of potential here. It's barely visible, just underneath the surface, but it's there. I kept thinking about the first Dresden Files book, which was a LOT rougher than this, but spawned one of the best-written new characters in the past 20 years. I feel like Dungeon Crawler Carl has that same ability to be great, and since there are a bunch more books (and soon a comic!) about this universe, apparently something is going well. So I'll try another book. And maybe another. Maybe I'll get lucky and be wrong about my prediction in the 4th paragraph. I hope Dinniman learned how to surprise me. And if not, I'm sure I'll still have things to smile about in the next book.
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Reviewed in the United States on October 8, 2025
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M. Lucas
Charlottesville, US
★★★★★ 5
A Hilarious, Action-Packed Thrill Ride!
Format: Hardcover, Format: Hardcover
A Coast Guard veteran and all around good guy, Carl, lives in an apartment with his ex-girlfriend’s cat, Princess Donut. On a cold, winter night, Donut slips out of a window and gets stuck up a tree. And it’s a good thing she does! Wearing nothing but a jacket, boxers, and a pair of slippers that don’t fit, Carl goes outside to try to coax her down. He’s just about retrieved the cat, and then it happens. The whole world is changed. In the blink of an eye, every building, car, and piece of technology on the planet is flattened. Smooshed. Gone. A bodiless voice announces that anyone who doesn’t want to live off whatever is left on the planet will need to enter stairs. Carl and the cat do so, and that’s when the fun starts. It seems the galaxy has had a long-running and massively popular television program that follows “dungeon crawls”—classic role-playing/video game scenarios where adventurers go into a medieval dungeon, explore, fight monsters, win treasure, gain experience, become more powerful, and then proceed to deeper, harder levels. Earth has been selected to serve as the setting for the current season. That’s right. The Earth has been destroyed for the sake of a galactic television game. By entering the stairwell, Carl, Donut, and a couple million other humans have become participants in this game. Instead of remaining a pet, Donut is made into a fellow “crawler,” like Carl. She can speak, and reason, and fight—all with the personality one would expect from a cat named Princess Donut The rules to this galactically televised dungeon crawl are intricate. But essentially, Carl and Donut begin to mentally see stat screens, just like in an RPG video game: health, various skills, their strength, dexterity, intelligence, and constitution. In classic 80’s kids Dungeons & Dragons style, they have unlimited encumbrance, meaning they can carry anything they can pick up, file it away in “inventory,” and pull it up whenever needed. They‘re on level 1 of this season’s crawl, a classic dungeon with tunnels, doors, chambers, and monsters—lots of different monsters. There’s a countdown running, so they only have so many days to find a set of stairs that will lead them down to the next, harder level. And if they don’t find the stairs before the timer runs out, the level they’re on will collapse. There’s all sorts of lethal dangers awaiting the crawlers. And that’s what takes up the bulk of the book. There are daring encounters, puzzles to sort through, and lots and lots of monsters to fight. In each encounter, the reader is given real time stats of the characters. After their initial shock, Carl and Donut slowly form an endearing partnership, one that proves quite successful in this dangerous game they‘re forced to play. I’ll confess for the first quarter of the book, I was skeptical. It felt an awful lot like one of my kids watching someone else playing a video game (which is something I don’t really understand). But Matt Dinniman does a masterful job of weaving in enough subplots—both inside and outside the dungeon—so that both a cohesive story and genuine character development emerge from all the excitement of fighting kobolds, or rigging goblin explosives, or figuring out how to slay a “big boss” monster that vaguely resembles a cat-hoarding old lady. There’s depth to this dungeon. And of course there’s action. It’s compelling, page-turning, fun. And funny. Dinniman has a sharp, occasionally crass, often dark sense of humor and he knows how to use it in all the right places. There’s snark, and absurdity, and physical comedy, and some snort-through-your nostrils lines. Think of a homebrew Dungeons and Dragons campaign melded with a Hitchhiker’s Guide to the Galaxy vibe that‘s centered around a likable hero and a hilariously self-absorbed cat. I thoroughly enjoyed this book, and will definitely be pursuing the series. Highly recommended.
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Reviewed in the United States on April 27, 2025
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Jameson
New York, US
★★★★★ 5
Wish I’d jumped in sooner
Format: Kindle
Great book, easiest read I’ve had in years. Particularly enjoyed switching between the audio and reading. One of the best audiobooks out there for sure, not quite a radio play but the characters do all get proper voice acting and they are brilliant. Book one had me hooked but book 2 really sealed the deal, grateful that there are so many more to read. The comedy, the horror, the bonkers world building, and some really great character work make one of the most insane setups for a book feel easy to buy into and believe in. I’ve been looking for a series that captures my imagination like this for a while and I think I’ve found it.
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Reviewed in the United States on May 9, 2026

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