
Dungeon Marathon is a new style of game where you must run through Dungeons, no fighting allowed!
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): 0.14/day in the week to Aug 24 → 0/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.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dungeon Marathon, developed by Retro Army Limited and published by paulstephendavis, is a compact indie title that takes the familiar idea of dungeon crawling and strips it down to its barest, most urgent form. Instead of battling monsters or collecting elaborate loot, the game revolves around constant forward movement, survival, and efficiency. It’s less about conquering a dungeon and more about enduring it, turning what would normally be a methodical genre into something closer to an arcade endurance challenge. The central gameplay loop is built around navigating maze-like levels under the pressure of a steadily draining health bar. Every second matters, and standing still is rarely an option. Players must weave through corridors, avoid traps, and find the fastest route to the exit while managing limited resources. Apples scattered throughout each level serve as both health restoration and a scoring mechanic, encouraging players not just to survive but to perform well. This creates a subtle layer of optimization, where the goal shifts from simply finishing a level to mastering it through efficient routing and risk management. One of the game’s most defining choices is its complete lack of traditional combat. Enemies and hazards are not meant to be defeated but avoided, which fundamentally changes how the player approaches each level. This design keeps the gameplay focused and accessible, but it also narrows the range of interactions available. The challenge comes from movement and awareness rather than tactical decision-making, giving the game a fast, almost reflex-driven feel. While this approach helps maintain a consistent pace, it can also make the experience feel somewhat one-dimensional over time. The inclusion of multiple characters introduces a small degree of variation. Each character differs slightly in attributes like speed and durability, offering minor adjustments to how the game is played. However, these differences are not substantial enough to dramatically alter strategies, and they function more as incremental options rather than transformative playstyles. Progression is instead tied to performance, with better runs unlocking upgrades that improve survivability or efficiency, reinforcing the game’s emphasis on mastery rather than exploration. A more interesting mechanic comes in the form of the poison system, which adds a long-term consequence to resource management. Healing items can gradually build up poison, and reaching certain thresholds introduces penalties that carry forward. This forces players to think beyond immediate survival and consider the cumulative impact of their decisions, adding a layer of strategy that contrasts with the otherwise fast-paced gameplay. While not deeply complex, it provides a welcome variation in how players approach each run. Visually, Dungeon Marathon embraces a simple pixel art style that prioritizes clarity over detail. The environments are easy to read, which is essential for a game that relies heavily on quick reactions and spatial awareness. However, this simplicity also means the game lacks visual variety, and environments can begin to feel repetitive after extended play. The audio design follows a similar pattern, offering functional sound cues without significantly enhancing the atmosphere. The game’s structure is well-suited to short sessions. Individual levels are quick to complete, and the overall design encourages repeated attempts to improve performance. However, the lack of significant evolution in mechanics or objectives can make longer play sessions feel repetitive. Once players have grasped the core loop, there are few surprises left, and the experience relies heavily on personal motivation to refine runs rather than introducing new challenges. Despite its limitations, Dungeon Marathon has a clear sense of identity. It doesn’t attempt to compete with larger or more complex dungeon crawlers, instead focusing on delivering a streamlined, arcade-like experience that emphasizes speed and efficiency. For players who enjoy quick, skill-based challenges and are willing to engage with its minimalist design, it offers a satisfying, if short-lived, experience. Ultimately, Dungeon Marathon is a focused and somewhat experimental take on a familiar concept. It succeeds in delivering tension and immediacy through its constant pressure and simple mechanics, but its limited depth and variety prevent it from maintaining long-term engagement. It works best as a quick, repeatable challenge rather than a deeply immersive adventure, offering a niche but enjoyable experience for the right audience. Rating: 6/10
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Languages: English**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
+1 有成就 没中文 地牢马拉松 地牢马拉松是一款全新玩法游戏,你需要狂奔穿越地牢,禁止战斗! 战士、女武神、巫师和矮人误以为地牢是健身房,必须在深处的危险中奔跑求生。他们被老巫婆欺骗,会屈服于重重诱惑,还是奔向宿命…… 一切由你决定。 本作由《超级堑壕攻击》《有罪判决》《死亡宿醉》的独立开发者 Retro Army 制作,是旗下最新低价游戏,延续了招牌式的搞怪幽默与街机风格。 特色 42 个关卡 首领关卡与卷轴关卡 4 名独特可操作角色 强化道具 独特跑酷玩法 收集苹果维持生命 经典 Retro Army 式恶搞 一起来加入马拉松吧!
Jogo que mistura corrida e dungeons com gráficos no estilo retrô. Prós: - Boa jogabilidade - Gráficos no melhor estilo retrô - Boa trilha sonora - Bom desafio Contras: - Não é compatível com todos os joysticks Eu fiz um vídeo testando e comentando o jogo aqui neste link: https://www.youtube.com/watch?v=kNrvc0AaZmU
таким играм место на мобильниках 0 из 10
『63』
GOOD GAME
I enjoy the other Retro Army games quite a bit and definitely recommend people check out Super Trench Attack! However, this game, despite being dirt cheap, didn't fill me with a ton of joy. It works, plays okay, looks okay, and is exactly what it is described as. However, the inventory isn't explained as well as it could and the levels are a repetitive slog. This is made all the more annoying on Normal and Hard difficulties since collecting apples, think pellets in Pacman, also increases a poison meter for your selected character. What that means is that if you are aiming for 100% on Achievements, you will likely have your characters die off, not be able to revive them, and have to wipe the save and start all over again. I played on Normal and that happened to me in the last dungeon/gym. So I wiped my save and started on Easy where the poison meter is absent. Was able to get 3 stars on all dungeons that I could find, yet there didn't seem to be an ending, even a cut to credits, that I could find. Very glad I didn't waste more time trying to beat the game entirely on Normal or Hard. Not a terrible game, but not one that I'd recommend.
wow super fun game. will be coming back for many quick plays. this game is dungeon jogger. loaded with diablo, zelda, and gauntlet references.
무슨 판타지 액션처럼 보이지만 전혀 상관없이 뛰어다니면서 사과먹는게 전부인 게임 숨겨진게 있는지 모르겠지만 기본 7던전 던전 한개당 챕터가 6~8개 있는데... 방해 요소만 조금씩 다르고 맵 중복 조금 됨 케릭터 해금은 이지 던전 푯말에 얼굴그림이 있음 몹한테 죽거나 해서 뭐 패널티가 크지 않은데 케릭터 선택 화면서 퍼센트가 있는데 이게 게임 플레이중+데스패널티 약 1%씩 차오름 100%가 되면 완전히 죽음 완전 죽으면 부활이 안되는듯함 (내가 못찾았을지도) 999골드 물약으로 퍼센트를 내릴수 있지만 먹은 케릭터만 적용됨 모든 케릭을 죽여봐야 한다고 생각도 했지만 76분 충분히 많이 했다고 생각함 장단점 딱히 없음 성향에 따라 취향에 따라 호불호 스토리 뺀 평점 3/10
=)
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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