
A colony sim based dungeon crawler where you manage your expedition to build a settlement in barren land, provide food and shelter for your people, lead them deep into the merciless dungeon, overcome challenging combat by your strategy.
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Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best PL #43, worst AU #99 · 14 markets collected
US · last 30 days
About
Dungeon Settlers is a dark fantasy strategy game that combines colony simulation and dungeon crawling. As the leader of an expedition sent by the Guild, your mission is to explore, conquer, and destroy the dungeon which is the source of all calamities. To do so, you’ll need to build a settlement in the barren land and prepare your people for the dangers ahead.
This is a ‘Hardcore Strategy’ game. Train your members strategically by considering their equipment, skills, and traits, then form a party of up to four. In real-time with pause tactical combat with no turn or round limits, analyze enemy traits and patterns to outmaneuver them and achieve victory. But remember once dead, there is no coming back...

Build a settlement in the desolate land, isolated by magical erosion. Design rooms freely by placing walls and doors to meet your members’ needs—create bedrooms and dining areas, and set up a forge with anvils and smelters. Cultivate fields to grow crops. Manage your resources efficiently to survive, and produce rations and camping supplies for the next expedition. Unlock new buildings and equipment through research.

Each member has six major abilities and talents, along with dozens of combat and life-related stats. They also possess various traits based on race, background, and personality—such as a curious Lizardman with a drifter’s past. Recruit promising candidates and help them grow through leveling. Equip them with powerful equipments and carefully build a four-member expedition party with synergistic skill trees such as sword/mace/bow/fire magic.

Combat takes place in real time, but you can pause at any moment to think strategically. Plan your tactics using a variety of effects and mechanics—stun, bleed, burn, provoke, vulnerable, charge attacks, summons, and more. Position your party wisely, exploit enemy weaknesses, and utilize your skills at the right time. Even hopeless battles can be overcome with the right strategy.

Each dungeon expedition is randomly composed, with floors and rooms changing each time. Regions apply different random environmental effects. The deeper you go, the rarer and more valuable the resources become—but so do the threats. You’ll encounter the remnants of magical experiments, such as towering golems or acid-spitting monsters. Secure wood logs, herbs, gemstone veins, and mysterious mandrake. Trade with dungeon merchants, and face ancient tree that demand blood to bear forbidden fruit.
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 650 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] 戰鬥 [/h1] 怪物一直召喚其他怪,然後召喚出來的怪又召喚更多怪,直接召換到電腦會Lag,真的是天才設計,更令人不理解的是,這感覺根本是刻意這樣設計的,跟我說他們會召喚出歷戰怪是什麼鬼,玩家都不能召喚歷戰史萊姆了,還有沒有要讓人玩遊戲啊,不用SL大法遊戲後期根本不能正常玩,這根本就是變相鼓勵玩家一開始起始的4個角色都要骰到輔助天賦是水法師,然後去用4%的被動召喚出史萊姆,不然你的坦就算在怎麼能扛,你終究會被敵人用感謝祭的方式迎接你,還有當玩家打倒小Boss會有靈魂石可以學技能,那些技能欄位就這麼多,又不多給一些欄位或用升級的方式增加,而且你甚至不能將靈魂石全都塞給其中一隻學,一個角色一次只能學一個靈魂石技能,那這個平衡乾脆別平衡,怪物都不平衡了,還想著平衡玩家角色,然後這就要嘴到 [h1] 銘文系統 [/h1] 每次角色經驗值升滿就要去向女神祈禱,讓角色得到新的詞條,這點我沒意見,但你不要讓所有詞條都大雜燴在一起啊,什麼叫做我的戰士職會骰到法師或弓箭手的詞條,你要這樣搞就不要硬性規定,你拿大劍就只能用大劍技能,你要這樣搞要就是我的近戰職還可以協槓偶爾放其他職業的技能,不然就別這樣搞,在單機買斷遊戲塞手遊機制在裡面幹嘛 [h1] 建造 [/h1] 我就不懂工具台為什麼不能移動到別的地方安裝,如果是牆體或地板就算了,你說工作台要整個拆掉在重建,超級沒有意義,還有你要蓋簡陋的工作間之類的,都會有個空間要求這我也沒意見,但是就不能有個直接拉出一個矩形空間出來然後直接讓遊戲告訴你,扣除牆體外,室內空間有多少格的功能嗎?為什麼這年頭還要玩家自己算,長X寬扣除牆體最後得到室內空間幾格,在最後蓋完的時候才顯示幹嘛,玩遊戲的時候,除了戰鬥以外,我就只想當D能兒,我不想算數 其他就是職業太少,玩這種類DnD設定的遊戲,只有戰士弓手法師怎麼夠,召喚惡魔的術士呢?還有近戰敏捷的盜賊,還有牧師有這麼多直接可以照搬,結果職業選擇不僅不夠彈性,而且種類還很少
題材不錯 但是目前的內容也容易一下就膩了 本以為是地面建造 去地下城刷寶的機制 結果實際上是下地下城農建築材料? 然後戰利品超少 (一趟的收刮大概有80%都是建築資源) 而且每次下去都要從一層開始打下去 好像沒有看到快速通道 再加上可悲的戰利品 這純粹拖檯錢設計 以下建議 1.地下城增加隨機數值與能力的裝備掉落 或是相關強化道具設計 2.每一層的地圖可以加大一點 把每一層探索的時間拉長 還有安插BOSS或是小菁英怪等 完成突破可以解鎖快速通道 讓玩家自行選擇探索樓層 3.隊伍編隊 如同RTS遊戲一樣 設定小隊伍方便團隊微控 4.技能之書 把職業技能改為消耗型書本(地下城取得) 使用後學習 降低一部分的隨機性
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Languages: English, French, German, Russian, Japanese, Simplified Chinese, Traditional Chinese, Korean, Spanish - Spain, Portuguese - Brazil
Hours played at review time, across 650 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
リムワールドは未プレイ。 デフォルトの難易度(ハード)で最初のダンジョンをクリア。 現状はアーリーアクセスと言う事もあり未開放要素が多いためか、かなり苦戦を強いられました。 良かった点 ・ハクスラと拠点作りのバランス ・必須的なキー操作の数はそれほど多く無いため、joytokeyでマウス操作含めて割り当ててコントローラーでのプレイも何とかなった。 悪かった点 ・タイム連打を強いられる戦闘 やられると爆発する敵や、範囲攻撃をしてくる敵等は、事前に攻撃範囲がわかるようになっており、そこから動くことで攻撃を回避できる。 しかし、戦闘速度に対して時間猶予がシビアで、これを実現するにはタイム連打をして攻撃範囲が見えた瞬間にキャラを移動させる、という非常に時間がかかる上にインチキ臭い戦法をせざるを得ない。 ・なかなか上がらない貢献度 最大人数拡張のためには貢献度が必要なのですが、能動的に上げることが難しく、メインクエストを除けばランダムイベントである賄賂とランダムクエストくらいなもの。 最初のダンジョン5階層だけでも難易度の高さもありそれなりにボリューミーで、 2000円くらいの元は取れたと感じたのでオススメはしますが、 なんせ正式リリースは2年後予定なので、永遠に完成しない可能性もあると思っています。
傻福游戏,内容不做,平衡性先搞上了,还就搞了一半,平衡不完全等于完全不平衡。一个什么都没有的游戏要打2500只怪才能叠满的被动。
先支持一下,希望不要步紫色晶石的后尘......
设定方向和游戏性都挺好,就是半成品,差评主要是定价和内容量。庞杂的设定就是开了个头。 我个人希望加入局外成长,开图和洗天赋太累了。 希望创作者好好加油,未来可期。
TLDR: Good Game so far, bit micro-intensive at times, recommend. Slightly more detailed explanation of reasoning (Note my playthrough was with default difficulty): What it does right: - Captures the feeling/ambience of its setting tremendously well (a LN kind of story almost) - Both the party building/character building mechanics are interesting and unique, with the combination of inscriptions, stat aptitudes, race bonuses, background, subtraits, and skill trees allowing for plenty of combinations. Notably, combinations that can absolutely work! - Plenty of the enemies are varied and unique, with various mechanics similar to those like in MMOs (although at time of playing there was nothing particularly difficult to figure out). - Base building similar to rimworld, dwarf fortress, and other top-down colony management sims. Much simpler than DF though. - Nice variation between each individual dungeon delve, be that through modifiers that affect the entire thing, or the room variety. - Combat itself is satisfying, the skills feel impactful and actually form a sizable chunk of your DPS. Specializing your characters is relatively easy, and almost required later on otherwise you have a bit of a hard time. - Most of the equipment is worth grabbing, and relatively easy to craft/acquire, assuming you're at the right stage of the game (don't try to craft Arcron armor in the first region). It's also unique, and there are reasons to use 'worse' equipment. - Likewise, many of the accessories/permanent consumables (be they boss/elite soulstones, blood fruit, mandrakes, etc.) are varied and provide actually useful bonuses, as opposed to other games where it can be a meta dominated by 1-2 consumables. Thats not to say there aren't any bad/broken ones, but they are all generally useful. - Classes themselves are unique, and each have their own identities (Water Magic and Fire Magic aren't just different coloured fire/water balls, and Nature has its own nice mechanics) - In the 20h of playtime, i experienced a grand total of 2 bugs. One was a crash related to trying to transfer items between characters (which froze the entire game), and the other was a pathing bug, but relatively minor. Overall, not terribly buggy. - I'm not in a position to discuss performance on other people's machines (you can see PC specs below), but it ran perfectly fine. No big spikes during dungeon loading, No overloading due to too many jobs (like what can happen in rimworld). What it could improve: - Combat can absolutely be a bit micro-intense. Not quite Starcraft 2 levels of micro being required, but you are playing something trying to be an RTS. There will absolutely be moments where you have to sit there and pause 20 times in a bossfight to dodge the attacks. - Stamina (which you use to cast skills) drains exceptionally quickly. They've remedied it in the most recent update (-25% less on Normal), but nearly all my playthrough was before that change. To the point most of my later dungeon delves consisted of ignoring all but the final group of enemies, rushing to the portal, until i hit floor 4, and then setting up camp and clearing that fully. My boss fighting runs consisted of that, but to floor 5. - Between Regions 1 and 2 (Any further regions weren't out at time of review) the enemies/elites got harder, scaling with your own level. The issue came about for the bosses. SPOILERS AHEAD: The boss of region 1 was (for me) significantly harder due to the fact it has a built in 'dps check' mechanic, and if you fail it, it summons an enemy. At the level you're supposed to be fighting this thing (~team of lvl 3s, maybe 1-2 4s) that dps check can be difficult to clear. Compared to region 2's boss, with no such mechanic, i quite literally pressed 2x speed and face checked the whole thing (with a team of level 5s, the presumably intended level). I went back and tried a stronger version of the region 1 boss, and whilst i could consistently pass the mechanic, it required significantly more effort. - Inscriptions specifically were slightly insane. Any given mid-grade inscription is a 2.71% to be seen. You have a 60% chance of seeing one in general. Likewise, any given low-grade is a 20% of appearing. Which becomes rather frustrating when each dungeon run maybe givens enough materials for 1-2 rolls normally. Granted, we're looking at trying to optimally build a character, and if you accept some level of 'suboptimal', it's relatively easy. - Mood/Stress can be a bit nasty to manage (especially on higher difficulties) in the dungeon itself. Which is fair, and usually back in the settlement, there's very little to worry about. - For archers, ammo consumption was a bit crazy even with avoiding some of the "take 1 shot and use 3 arrows" skills. To the point i regularly brought 900+ arrows with me PER DELVE. And that was for 1 archer. - Some of the weight requirements can a bit insane. You regularly have a single enemy dropping 8 items that each weigh 3 kg (or lbs, idk). Or in other words, 24 points of weight. My tank (the character with the highest weight) had ~230. So 10% of your weight is just gone from 1 enemy drop, from a single trash mob. Granted, thats a bit of an extreme case, but weight can be a bit annoying. - Definitely some moments where the character pathing (both you and the enemies, but more often you) has a bit of a ??? moment, like pathing through unexplored areas the player has no way of knowing are even there. - Some of the events can be a bit repetitive, be that killing a sacred bird for the 15th time, or someone complaining about rationing. Most of the in dungeon ones are cool though, and the devs have already said they plan to add more. - In a similar vein, the tech tree dried up REAL fast. I was basically done with tech in <10h, having researched everything in it. Again, thats probably gonna be remedied in future updates. Anyways. I think that was enough complaining. Despite all my gripes with it, I did absolutely enjoy the 20h, and even in it's current state, would recommend. I'm recommending it on the basis it's going to get more content rich in future (which it is), but if you'll allow me the handwave, it's a very solid game already.
游戏的问题非常多,包括但不限于科技树过短,角色闲置发呆,但是最影响体验的是游戏祈祷是的随机性,往往为了一个想要的结果要sl数十次,游戏的设计不合理导致游戏的一半时间都浪费在这上面。什么时候内容填充完善,体验改善后我再改好评。
Juegazo la neta, amo los rpg y juntando un simulador de colonias puro vicio, la clase de mago de naturaleza esta rotísima más si la lleva un elfo con alta inteligencia y todavía hace buff en defensas mágicas perfecto para ser el sustain de un tanque alto en constitución e inteligencia por las defensas así como en fuerza, así mismo el dps definitivo es el arquero aunque su desventaja es la misma la habilidad pasiva que compras de aumentar la probabilidad de critico es magnifica a largo plazo, así mismo mi clase ideal seria una clase que active quemaduras con los básicos y aprovecharlo y así mismo que esta no se un mago por que aprovechas el buff al completo, mi clase menos favorita el espadachín tiene cosas que mejorar no se siente tan chido de momento pero supondré que es por lo mismo de que todavía no esta desarrollado el árbol de habilidades incompleto por el nivel limite que existe asimismo recomendaría un enemigo que se multiplique eficazmente si no se mata en tiempo limite y solo se muera al matar el cuerpo principal obvio que se distinga por medio de un color diferente al de los clones pero que este sea como un mini jefe y que de una runa que otorgue a los básicos un segundo hit pero con 5% del daño original pero con las mismas cualidades que le original ejemplo si un básico quema el 2do básico también aplica quemadura, lei que tenían pensado una clase de daga o ladrón algo así, mis sugerencias serian que este al estar activo tenga más probabilidad de que suelten loot los enemigos así como un árbol de habilidades pensado en debuff o en envenenamiento o uno guiado a ataques por la espalda y que aumente su daño por eso mismo, pero sera ver que tienen pensado asi mismo pensaba en como mejorar las runas al rezar tal vez que tengan mayor probabilidad de salir una rara entre mayor sea la calidad del templo, de momento no tengo nada que agregar, buen juego espero que tenga una larga vida como Terraria ya que le veo el mismo potencial.
Veramente MOLTO interessante! Abbraccia un paio di generi complessi (simulatore di colonie, Tactic-RPG-Real Time), semplificandoli senza tralasciare profondità, pianificazione e grandi soddisfazioni quando tu come giocare riesci a fare le cose bene. Ho finito poco fa quel che il gioco ha da offrire in questa versione del 15/9/26. Mi sono divertito tantissimo, mi sono affezionato ai miei guerrieri, mi sono preso cura di loro, ho esplorato i dungeon, studiato i nemici, imparato a trovare le sinergie per i team da mandare in spedizione e non mi pento di un solo minuto passato a giocare, nonostante sia in EA in questo momento. Non vedo l'ora di vedere i prossimi aggiornamenti e di portare avanti i miei compagni di spedizione :D Consigliatissimo!
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