
Dungeon of the ENDLESS™ is a Rogue-Like Dungeon-Defense game, in which the player and their team of heroes must protect the generator of their crashed ship while exploring an ever-expanding dungeon, all while facing waves of monsters and special events as they try to find their way out...
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.
Every market we collect.
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.
About




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 820 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I enjoy the vibes and art direction a lot, but man this is just not fun. It feels you're marching, where each stride takes an hour but once your foot hits the pavement its chaos for <30 seconds
[h1] [/h1]
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1M | 4.3K | 96% | $19.99 | |
| $1M | 2.9K | 89% | $14.99 | |
| $1M | 1.3K | 90% | $19.99 | |
| $1M | 1.7K | 63% | $19.99 | |
| $1M | 12.6K | 98% | $4.99 | |
| $1.1M | 2.6K | 96% | $11.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 4K | 94% | $19.99 | |
| $1.4K | 10 | 100% | $4.99 | |
| — | 0 | — | — | |
| — | 53 | 74% | $3.75 | |
| $5.5M | 49.2K | 94% | $4.99 | |
| $516.5K | 2.4K | 84% | $14.99 |
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Jul 30 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German
Hours played at review time, across 825 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
🚨BREAKING: I made a very serious bet with my friend — if this comment hits 200+ likes and 50 awards, he's legally obligated (probably) to buy me an RTX 5080 😤🎉 So I’m calling upon the sacred powers of Steam... do your thing, internet! 🫡✨ Let’s make his wallet cry. #GPU4Me
multiplayer is broken
[h1]Pros[/h1] A deep but accessible gameplay. The game mostly does a good job at listing characteristics of skills, items and buildings. In your exploration, you earn "dust" currency, which allows to power rooms on the floor (buildings require power), and resets each time you get on a new one. I like the balance of it, as it really incentivizes to try and figure out what's most optimal : leaving as many rooms as possible unpowered to farm monster dust, switching off resource-generating rooms right after the harvest phase to move the power to a weaponized room, etc. I also enjoy the visuals. The artistic direction feels coherent overall, and minor/major building slots always appeared clear to me throughout the different styles and types of rooms, although some sprites like NPCs can sometimes hide a few slots. [h1]Cons[/h1] As the main con, while I think some aspects stay entertaining, I find others too repetitive considering the lenght of a single successful run. While randomized floor layouts vary in difficulty, since you can only see the part of a floor that you unlocked, the game encourages you to come up with the single most flexible approach you know for opening doors and managing power, and apply it everywhere. There are many characters to unlock with different and pertinent uses, but while I think character management is what varies the most between runs, I felt like this was only a minor part of the gameplay. Characters do have active skills to trigger, but most of these are combat-oriented, usually only useful when turrets aren't enough anymore, which rarely happens at least in the first 2-3 hours of a run. Mistakes can also be very punishing time-wise. If you underestimate the power of the next enemy wave, especially at higher stages, there's no miraculous turn of tables. Some mechanics only become relevant around mid-late game, at which point you already sank 1-2 hours in the run : - Dust generators are irrelevant in early game, but become a core tool for survival in mid-late game. - You can get through the first 4-6 floors by spamming tesla coils everywhere, but you might get caught off-guard the first time you'll reach a floor that sends swarms of weaker enemies, and get sent back to floor 1 without room to experiment. - Some higher floors feature stationary bosses that grow stronger over time, must be killed by your crew, and regenerate hp over time, where the key strategy is to send characters kill it before it gets too strong or stack HP regeneration so you can heal your crew faster than the boss heals itself. Both of which require prior knowledge, so unless coincidence, you might get softlocked in a 1+ hour run when you first meet those.
Good game from a more civilized age
lose at the first "easy" level, the whole game control is over complex, there nothing joy playing this game thought , you had no idea what thing should do or place you hero should be, to conclude this game with one word I would say is boring.
Great vibes, great characters, great art and music. Every single run comes down to way too many coin flips, way way way too heavily influenced by RNG. Way too unforgiving for a game that asks for so much of your time
Creo que tuve un derrame cerebral.
Too much RNG in it for me to really be "fun". Small mobs kill heroes too quickly, finding science upgrade stations when it's too late to use them, not getting a useful upgrade for the builds you have going, finding a hero that's not any good with the ones you have, and so on. It's not that skill doesn't play a part, just not enough to make me want to actually play this anymore.
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.