
A weird mix of block-placing puzzle and roguelike, where you build a dungeon and explore it at the same time! Defeat enemies, clear lines and collect loot. Explore the different dungeons, complete quests and try to survive as long as you can!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 13 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About




Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As a Rogue like game, the reward system after each game is not enough. Unable to use mouse. Upgrade the level is not rewarding enough. Anyways, I hope this game can be better in the future.
「今までにない組み合わせ」というのは事実。ただしゲームとして面白いかといわれると微妙。 ターンを跨ぐ(=新たなブロックを落とす)と攻撃力はリセットされてしまう為、コンボを決めるには敵を十分にため込む必要があり、その割にはリターンは薄く爽快感はない。延々と堅実な立ち回りを要求される。 少なくとも自分向けではなかった。
新感覚パズルゲーム! テトリスをプレイしながら積みあがったブロックの中を通路に見立ててローグライクを遊ぶという斬新なゲームです。 二つの既存のゲームジャンルを単純に合体させたように思うかもしれませんが、手触りはそのどちらとも違うユニークなものになっています。 まずテトリス部分ですが、ブロックは自動で落下せずプレイヤーの任意のタイミングで落とすことが可能なので、 本来求められる頭の回転の早さ、反射神経といったスキルはなくともじっくり考えて最善手を選ぶことができます。 そしてローグライク部分としても、アイテムのピックや装備・キャラの成長要素がほぼなく(レベルは上がりますが攻撃力は基本的に成長せず1のまま)、いかにダメージを受けずにモンスターを一撃で倒していくかという戦略を練るプレイングを常に求められるかたちになります(例:テトリスブロックを一気に消すと次の攻撃に限り消したライン分の数値が攻撃力に乗るなど)。 基本的なプレイ感覚はパズルゲームという感じです。 各ステージには「敵を10体倒す」などクリア条件が設定されており、それに加えて「被ダメージを3以下にする」「60歩以内にクリアする」などのチャレンジ条件も用意されているため、この条件をクリアしようとするとなかなかに歯ごたえがあって面白いです。まさにのーみそコネコネ。じっくり考えて解法を導きだしたときのすっきり感がとても心地よいです。 …と、ここまでがBlocky Dungeonの表の面…… 条件を満たすとアンロックされるおまけモード(エンドレスサバイバル)が…とにかくすごいです…… こちらのモード、基本ルールはそのままに時間経過とともにテトリスブロックはどんどん落ちてきますし、体力も約10秒に1ずつ減っていきます。まさに鬼 もちろん攻撃力は1ですし焦って迫りくる敵を殴っても殴り返されて死なのでじっくり…考える暇がない…! 頭の回転に自信のある方はぜひ一度プレイしてみてほしいです!(私は無理でした) そんなこんなでおすすめです。
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, French, Spanish - Spain, Japanese, Traditional Chinese, Ukrainian
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Amazing game. Excellence in game design. The Survival Game Mode is one of the best thrill I had in a long time !
テトリスとローグライクしきの戦闘が組み合わさったようなゲーム 永続強化はないのでローグライクではなくパズルゲームと思った方が良いです 理解するまでは難しいですが、コンボを決めたときが気持ち良いです!スルメゲーです。 ブロックを動かす操作とキャラクターを動かす操作がごっちゃになって失敗しまくります。やり直し機能がほしい!
「テトリス」+「RPG系ボードゲーム」の組み合わせ。 「難しい?」と感じた貴方、大正解。 ゲームパッドじゃまずムリなので、キーボード推奨。 (テトリスとボードゲーム双方動かさにゃならんため) テトリスの各パーツにイベントが設置されていて、 敵を倒すと時間制限が若干回復。 時間制限がくるとHP-1というシステム。 1ターンで動ける回数は決まってるので、 その回数中で「何ができるか/何を優先するか」表現する。 テトリス一列を任意で破壊すると攻撃力が上がる上、 どんな強敵でも落とせば倒せるっぽいので、 (ただし経験点や制限時間は稼げないっぽい) それらも駆使して生き残る事になる。 (敵にも相性があるらしく、稀に殴り合ってくれるので、 強敵のHPが減った所で漁夫の利が可能) 「これは楽しそうだ」と思って買った訳ではないので、 正直な所、「これすんげえ面白い!」とは言い切れないが、 「上手いことやってその場を切り抜けた」時は、 おー、なんか冒険してるなーって感じる気はする。 そんな感じなので、えらい人を選びそうな作品だとは思うが、 何とも説明しがたい感覚を得られる作品は他にないので、 ちょっと変わった作品で知恵熱出したい人にオススメする。 「テトリスの亜種」と買うならやめといた方がよさげ。 個人的には好きなタイプです。 欲を言えば、もーちょいのんびり遊べりゃあなあ…。 ■同日追記 UNITY制なのでPCファンがびゅんびゅん鳴ります。 マシンスペックにはくれぐれもご注意を。 ■(追記ここまで)
The game starts in 480p with the lowest graphical settings. Seriously? Does it think I'm running it on a calculator? The levels aren't randomized either. If you fail to earn all the stars, you just replay the exact same layout over and over. Finding the correct solution requires way more brainpower than it should. It's not enough that you're not allowed to get hit even once (to get the +1 star), enemies have huge amounts of health, so you spend several turns trying to avoid them. Then the game throws in a curse mechanic that starts damaging you if you don't kill an enemy. And this is only the second level. What kind of difficulty curve is that? Do I need an IQ of 150 just to beat the opening stages? I'd understand if the game became brutally difficult near the end, but I even failed the tutorial several times. I also never understood when a round actually ends. Sometimes my attack bonus resets to 1, sometimes it stays at +4. I expected a fun puzzle game, but instead I got a frustrating one. I rage-quit after an hour.
You should only get this game if its on sale... Hmmmm... I wanna like this game but its got way more shortcomings than good stuff. Not enough quests, too many demands (They want you to unlock more stars and get 3 stars more often and grind to get into higher quests and unlock the various endless modes and there are only 3 of them)You only play as a warrior class you can't play as a mage wizard archer or something like that like you can in NetHack and other roguelikes Also it gets repetitive over time. What would be nice is a way to add more quests to a workshop and even have a championship mode or to have tournaments or mutliplayer. That would work well. I RATE THIS 4 OUT OF 10. WAIT TILL ITS ON SALE TO GET IT
A clever, cute, well executed puzzler.
Blocky Dungeon is an inventive indie title that confidently blends two seemingly incompatible ideas—block-dropping puzzle mechanics and dungeon-crawling adventure—into a single, tightly woven experience. Developed and published by SquareAnon, the game doesn’t simply mash genres together for novelty; instead, it builds a thoughtful system where every action feeds directly into survival, exploration, and long-term decision-making. The result is a game that feels immediately familiar yet consistently surprising, especially as its systems begin to overlap in unexpected ways. At the center of the experience is the idea that the dungeon itself is not a static environment but something the player actively constructs in real time. Tetromino-like blocks fall into the playfield, and how they are placed determines the layout of corridors, walls, and open spaces through which the knight must travel. Unlike traditional dungeon crawlers where the challenge is navigating a predesigned space, Blocky Dungeon asks players to think spatially while also considering movement, enemy positions, and future block placements. Poorly planned drops can trap the knight, limit access to resources, or allow monsters to close in, while smart placement can create safe paths, chokepoints, or opportunities to eliminate enemies efficiently. Combat is inseparable from this spatial puzzle design. Enemies occupy tiles within the dungeon and advance as new blocks are placed, creating constant pressure with every decision. While direct combat is possible, the game encourages players to think creatively, using line clears to destroy monsters in bulk. However, relying too heavily on clearing lines introduces a curse mechanic that slowly drains the knight’s health, preventing this tactic from becoming a dominant strategy. This layered risk-reward system ensures that no single approach is always optimal, pushing players to adapt on the fly as the dungeon fills, clears, and reshapes itself. Stamina management further deepens the strategic layer. The knight’s movement consumes stamina, making every step a meaningful choice rather than a free action. This limitation forces players to plan efficient routes and consider when it’s worth moving toward loot, enemies, or exits. The interplay between stamina, block placement, and enemy behavior creates a constant low-level tension, where even small mistakes can compound into dangerous situations. Over time, new enemy types and increasing difficulty ensure that players must continuously refine their understanding of the game’s systems rather than relying on early habits. Progression in Blocky Dungeon is structured around objectives rather than a heavy narrative framework. Quests ask players to fulfill specific conditions—such as defeating certain enemies or clearing a set number of lines—which then unlock exits to progress further. This approach gives each run a sense of purpose without overwhelming the experience with story exposition. For those who prefer pure endurance challenges, an endless mode strips away structured goals and instead tests how long players can survive against escalating difficulty, making mastery of the mechanics the true reward. Visually, the game adopts a clean, chunky art style that emphasizes clarity and charm over detail. The blocky aesthetic fits naturally with the puzzle elements while still supporting the fantasy dungeon theme. Characters, enemies, and environments are easy to read at a glance, which is crucial given how quickly situations can change as blocks fall and lines clear. The presentation feels cohesive and purposeful, reinforcing the idea that this is a game built around systems rather than spectacle. Sound design and music play a subtle but effective supporting role. Audio cues help communicate enemy movement, successful line clears, and combat outcomes without distracting from the player’s focus. The soundtrack maintains a steady rhythm that complements the game’s thoughtful pacing, enhancing immersion without becoming repetitive or intrusive during longer sessions. What ultimately sets Blocky Dungeon apart is how naturally its hybrid design comes together. It never feels like a puzzle game awkwardly borrowing RPG elements or a dungeon crawler burdened by gimmicks. Instead, its mechanics are deeply interdependent, rewarding players who think several steps ahead and remain flexible under pressure. While it may lack the narrative depth or production scale of larger titles, it more than compensates with originality, coherence, and replayability. In the end, Blocky Dungeon stands as a strong example of how creative design can breathe new life into familiar genres. It appeals to players who enjoy strategic thinking, spatial puzzles, and roguelike tension, offering an experience that is easy to learn but difficult to master. By turning dungeon exploration into something you actively build—and rebuild—the game delivers a fresh, engaging loop that remains compelling well beyond the first few runs, earning its place as a standout indie experiment on Steam. Rating: 7/10
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