
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
The game has a series of quests that takes maybe 6 hours to complete with 3 stars and an endless mode with a few variations. The quests are fun, but short. The game is fun, and definitely worth it while on sale, but unless there is a significant update, you probably aren't going to spend too much time on endless. The problem this game has is it becomes unplayable at the higher levels reached on endless mode. The basic mechanic of the game is to combo attacks on lower level enemies into higher level enemies. At a certain difficulty though, the enemies become too high to take on. At the time of this review, the game has been out for months and no one has gotten the Reach Level 50 achievements for the above reason. There's also a shop to buy skins with a currency that can only be earned in game. To get enough gold for the most expensive skin would take hundreds of hours of game play.
ちゃんとプレイ動画やゲームルールの説明を見てから買わないと「おもてたんとちがう」ってなります(なった) 例えばテトリスをプレイすると自動でキャラが動いてモンスターやアイテムのいちを気にしてパズルを組まなければいけないとか、キャラのみを操作し、テトリスは時間経過で自動でプレイされるのでNEXTを見ながら次にどうなるか予想しながら行動選択しなければ行けないとか、 テトリスかローグライク、どちらかのゲーム性に寄せた感じを想像していたのですが、実際は両手キーボードでどちらも自分で操作するというシステムで、かなり煩雑な印象。 ローグライク風なのにショートステージクリア型というのもミスマッチを感じる。 ゲーム自体は良くできており、システムが受け入れられるなら楽しめると思いますが、PCと相性が悪いのか、ディスプレイ設定を誤るとスタックするかなり致命的なバグがあったため、総合的におすすめできず
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Genres
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
Une premisa bastante interesante y entretenida... puede llegar a ser un poco frustrarte
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
I love Tetris and I've come to really love roguelikes with a shtick, like Slay the Spire. This game is such a fun mix of the two, which makes my brain happy. It rewards and also punishes the part of me that likes to stack too high in Tetris, for different reasons. It can get pretty challenging at times, especially if you want to 3 star all the quests. I got this on sale for 20% off, but it's worth the $10 to me. I saw something in the codex about different outfits but don't see where to do that... yet?
チュートリアルで、フリーズしちゃうんですけど……。
Interesting twist on Tetris and an overall fun game.
Blocky Dungeon─── それは実戦テトリスと ローグライトをくみあわせた まったくあたらしい探索ゲー 新しすぎてブロックとプレイキャラのどっちを 動かしてるのかわからなくなりミスを連発するが キーコンフィグとコントローラー設定の組み合わせで慣れる事は十分可能。 ブロックは勝手に落ちていかないターン制である為 テトリスの腕前はあまり関係が無くじっくり考えて遊べる。 消したラインを攻撃力に変換して戦うシステムでありこれが悩みどころでもある。
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Players by region
Where this game's players are, estimated from review languages.
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