
Dungeon Clawler is a Roguelike Claw Machine Deckbuilder. Build your deck, grab weapons and items from the claw machine to battle enemies, discover powerful perks that create game-changing synergies and unleash crazy combos as you fight your way through the dungeon!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 2.14/day in the week to Sep 7 → 3.29/day in the week after.
About
Dungeon Clawler mixes deck building with a dash of rogue-like mechanics and most importantly: a claw machine.
Find new items and add them to your claw machine to create game-changing builds. Earn gold coins to upgrade or modify your items and unlock new unknown synergies. You will need to use every trick up your sleeve to reach the evil dungeon lord’s lair at the heart of the dungeon and reclaim your lost paw.
The ultimate claw machine roguelike experience.
Unique characters each with their different strengths and weaknesses.
Multiple difficulty levels and unlockable lucky paws to customize your run.
Break the game – go crazy with different claw and item synergies.
Venture into mystery locations and discover treasures as well as strange and dangerous obstacles.
Spend your hard earned coins in the dungeon's pachinko machines.
Meet different characters who might help you on your journey.
Genres
Sums Steam + Google Play only; App Store, PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.49−50% | 4Kreviews | 89% | — | $2.2M |
| $6.99 | 26.1Kratings | 97% | #28 | $4.1M | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 174 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
played Dungeon Clawler way before 1.0 release I wish I could recommend this game, but the balancing is so lacking there are a lot of items you will never use, no matter which character you get (which is a huge downside for a roguelike) another big problem, more personal, not with the game itself but with the development choices: as a completionist, with each update adding like 2 new characters or even completely changing the difficulty system sometimes, it felt like a chore to relearn a game that changed so much we can't use what we learnt before, just to get all the achievements done and when a game feels like a chore, that means it's not a good game p.s.: what do you need a supporter pack for? it's not a free game + there's already an OG Soundtrack DLC damn.
Even though I only played for a little over 4 hours, I still feel entitled to say that this game could be so much more than it is – and I'm already playing after the 1.0.6 release. It still kinda feels unfinished and needs way more refinement and polishing. It really feels more like a $2 Google Play Store game than what the good music and nice artsy comic design portrays this game to be. If you completely turn off the music of all the video trailers and just watch what you see on the screen, that's it. That's the game. You just move the grappler left to right, stop, press space bar, rinse and repeat, that's the game in a nutshell. And even though there are plenty of weapons in the game, as you can see in the trailers, the animations of enemies being hit by different weapons is not different, it's always the same. Nothing special, nothing really captivating. The only good thing is the music and comic art design. The gaming dynamics lack dynamic depth and visual integration. No oomph, no weapon-based individual impact, no real sense of active participation. It's a claw machine simulator, that after 4 hours probably won't make me wanna play this game any longer, because I've pretty much already seen everything the game had to offer. If you compare this game to Brotato, Dungeon Crawler also has 20 stages, with an additional endless mode afterwards, exactly like Brotato. So there are definitely similarities in those two games. The real dealbreaker for me though is just the lengthiness of the playtime in general. It just feels way too lengthy in what you have to do for what you get out of it. The little over 4 hours I played felt more like 6 hours, with around 1 hour being perceived as real in-game satisfaction. Just not enough satisfying stuff happening for the time passing because of the boring repetitiveness of items just being trapped in bubbles, moving through a tunnel over and over again. I bought it for $10 on sale. But it's just worth $5 max for me. I don't expect it to be the next Elder Scrolls, but I hammered 336 hours into Brotato. Comparing that to 4 hours, only lets me assume something is missing, despite the game dynamic differences. It's still a cool game. It's just not worth getting into that deep, because like in Brotato, the depth comes from the difficulty level, which requires more strategic thinking and carefulness. But even with more difficulty, it lacks participation and visual integration. And without those important factors in check, it just feels tedious, repetitive, and lengthy. For example, Brotato really delivers on the feel of accumulation somehow. Acquired items really feel like a trophy you are proud of, because you really own them forever. But in Dungeon Crawler, the acquired items feel more like something that was already there, so that you don't feel it even matters, because the discovery of new items does not equate to the new integration of new items like in Brotato. Instead, they just resemble what you found, that was already integrated. And as a beginner, your senses will be overwhelmed with many items that feel unimportant. Brotato gave beginners the feeling that each and every item is something you wanna have, when in fact later on you realize you should be way more selective. Dungeon Crawler shoots over that sweet spot, or even worse, gives a sense of uncomfortable annoyance for many items, especially with the selection panel only offering a selection of 3 items every round, not 4 like in Brotato. Also, Brotato delivers a combination between skill points AND items. In Dungeon Crawler, you can only choose items. And because this dynamic play between skills and items is completely missing, the only thing you perceive these items to be capable of is attacking. No matter if they have attributes like fire or frost, they still feel the same. Yes, there are items that give bonuses for X-amount of fire or frost stacks on enemies, that make these additional attributes useful, but because there is no skill involved, it's rather a long-term lottery if or when these strategic ideas will play out as a useful individual playstyle, because the feedback loop between item strategy and enemy application relevance is just not closely tied enough together. These are just some, but not all of the many critique points that kill it for me. I won't ask for a refund, because I already played for four hours and hope the developers do something about it. I love the idea behind this game. The framework of this game is perfect, music and comic design are on point, it's just that the practical gameplay design itself is lacking in practical and visual variety and the lack of motivation to strive for something long term. It's not an idle game, doesn't really feel like an action game. But it has strategic elements on higher difficulty levels that still won't satisfy my thirst for a sense of achievement. Idle games give a sense of growth over time – if time passes, it's not a big deal, because something is growing that I won't lose. Action games give a sense of immediate achievement based on the gamer's perceived skill growth. But what is Dungeon Crawler intending to give me? Well, that's where we are at. As of right now, not much. A little strategic reward for way too much time, plus a little visual play around and good music. I mean, for whom that's enough, go for it. But my brain works too fast for how much entertainment this game is able to give me. And I say that as a hobby critical thinker with most of my Steam library consisting of puzzle games. It was a nice but tedious 4 hours, with huge favorites but also major negatives. Just watching the trailers and pictures over and over again for 30 minutes would have done the same job, tbh. Again, it's an amazing framework. But please, this is only a half finished game. You guys can do WAY better! We need a 2.0 release asap, there is still so much work to do. It COULD be the next biggest hit worth over $20, with an enormous fan base. It's just sad to see so much potential being framed as a 1.0 release.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 2.14/day in the week to Jul 25 → 2.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish, Italian*languages with full audio support
| $6.99 |
| 2.1Kratings |
| 98% |
| — |
| not modelled |
| $14.99 | 143ratings | 85% | — | not modelled |
| $14.99 | 55ratings | 90% | — | not modelled |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 175 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
처음에 난이도 괜찮았던 것 같은데 지금 기본 난이도 해보니까 존나 불쾌함. 너무 몹이 강해진 느낌. 이거 맞냐? 0단계인데 처음 해본 뉴비들 폐사하라는거임 뭐임 시간만 부지하게 끌고 불쾌하기 짝이 없음. 좀 0단계면 쉽게 하지 그 윗 단계면 대체 얼마나 시간 질질 끄는거야 아오 잘 만들어놓고 우리집 뽀삐가 더 재밌게 잘 밸런스 맞추겠다 이게 뭐냐
im at anger lvl 7 still only 1 end boss? kinda boring after a few runs. almost every run feels the same.
Addictive, will eat your time.
🕹️ Gameplay: ⭐⭐⭐⭐ 📖 Story: ⭐⭐ 🎨 Visuals: ⭐⭐⭐ 🎵 Music: ⭐⭐⭐ 🔄 Replayability: ⭐⭐⭐ ❤️ Enjoyment: ⭐⭐⭐⭐ Dungeon Clawler is a really fun roguelike that surprised me with how enjoyable its gameplay loop was. I especially liked experimenting with different strategies and item combinations. Trying to figure out which items worked well together was probably my favorite part of the game, and the core gameplay was fun enough that I could easily play multiple runs. The bosses and other encounters were less memorable for me, though, and I didn't find the overall variety particularly special. The story is technically there, but it is barely noticeable and I had almost no interest in following it. The character designs are also fairly generic, and while the art style isn't particularly unique, it is good enough to look at for hours without becoming annoying. The music is fine, but I actually played the game muted while listening to Spotify instead. Overall, Dungeon Clawler is a fun experience with a strong gameplay loop, even if some of its other aspects are fairly unremarkable. ⭐ Overall Rating: 3/5
Однозначно не советую.Задумка игры действительно с большим потенциалом,однако ее реализация выполнена ну совсем слабо – однообразная, короткая, абсолютно дисбалансная. Выжать из нее уникальный игровой опыт от забега практически нереально при том что это основная суть жанра, соответственно и игровых часов из нее можно выудить от силы 12-17 (если очень сильно захотеть). Про тех кто наиграл больше: как они это сделали,я ,честно признать,слабо способна вообразить . На кого эта игра вообще рассчитана не понятно, рядовому потребителю рогаликов она в лучшем случае на вечер, человеку который рогалики не щупал она даже для ознакомления с жанром не подойдет , да и новобранец попросту сгорит с того что большую часть времени он будет ждать пока клешня туда-сюда поездит, хотя это вобще самый малый недостаток игры из всех её недостатков. Вроде персонажи разные, но билды на них приблизительно все одни и те же, довольно короткие и простые, также данж можно пройти буквально на одном предмете и зачем это сделано тоже не понятно, при том что почвы для билдостроения и так практически нет. Противники, как и мини боссы вобще друг от друга ничем не отличаются, как бы они не старались, дебафы и бафы не дают буквально ничего и от всего этого вперемешку данж короткий и максимально простой, 20 этажей и без того недостаточно да и финальный босс не сказать что вобще какую то существенную угрозу представляет. Игра не тянет больше чем на демо версию, надеюсь разработчики добавят все таки нормальный контент, а не мусорные одинаковые предметы и исправят все то что так мешает ее похвалить за что-то кроме визуала.
This game is very fun. I have sat here and played it for atleast 6 hours and I havent gotten bored.l If you like games like brotato you will love this game.
Meditative and addictive! Every bit as fun to play as it is to watch.
It's addicting. I've play many different rogue-like dungeon crawler games, and this one is easily one of my favorites. The mechanics are great, the style is innovative, and you can tell all the small details of the game and its components were really well thought out. Plus, it's such a cheap price and goes on sale all the time! Do yourself a favor and take the leap. You won't regret it!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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