
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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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.
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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 652 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Очень прикольая, но надо масштабировать героев и побольше разной экиперовки итд
The core gameplay is pretty fun, to me this game is a cross between Stardew Valley and Darkest Dungeon. The only downside is reaching the end of the early access content. While there is technically an infinite loop dungeon at this stage, it is a bit sad to run out of meaningful things to do. There are some annoying management things that need to be ironed out at some point. I also feel that there should be a lot more content available from merchants, especially the one you can invite into the settlement. I also don't know how complex the devs want to make social and settlement management in this game, but I hope they will add more stuff to do/build in the settlement part of this game...sooner rather than later. I think its a good thing that even in the early access stage, I just want to do more stuff rather than just check out of the process entirely.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $1.6M | 2.4K | 68% | $13.99 | |
| $1.6M | 5K | 89% | $14.99 | |
| $1.6M | 5.2K | 87% | $9.99 | |
| $1.6M | 1.3K | 90% | $24.99 | |
| $1.6M | 1.3K | 77% | $29.99 | |
| $1.6M | 2K | 80% | $24.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $195.6K | 427 | 89% | $11.69 | |
| $3.8K | 5 | 80% | $19.99 | |
| $997 | 8 | 100% | $4.99 | |
| $399.2K | 594 | 75% | $19.99 | |
| $204.8K | 313 | 88% | $17.99 | |
| $75.8K | 72 | 74% | $24.99 |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Russian, Japanese, Simplified Chinese, Traditional Chinese, Korean, Spanish - Spain, Portuguese - Brazil
Hours played at review time, across 652 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
yep if you like rimworld or just want to get into colon sim i recommend it. it's bit annoying with it early game yet it so much fun. my only con is sadly it uses ai for the translation
Just finished my first full run. Enjoyed the game the entire time. Both the dungeon diving and colony building was great and has a lot of potential for the future. Looking forward to when the game leaves early access.
다른 리뷰들과 마찬가지로, 현재 게임 상태에 따봉박은게 아님. 단지 잠재력이 무려 그 림월드보다 커보여서 따봉을 누를 수 밖에 없었음. 온갖 걸 섞었는데, 확실한 건 몇 개는 쳐내고 핵심에 집중해야 함. 그래도 충분할 만큼 새롭게 섞었음. 정착지는 시작부터 귀찮은데, 갈수록 더 귀찮아져서 반드시 손 봐야 함. 림월드처럼 레이드 디펜스가 예정되어 있는 것 같은데, 이거 아주아주 시급함. 무언가를 머리 싸매서 설계하는 건 보통 외부 압력이 없으면 사람은 안 함. 스트레스거든. 반대로 말하면, 심즈 집 꾸미면서 행복한 친구들은 이 게임을 안 함. 전투-육성은 여러 랜덤성 요소가 섞이는 바람에, 내가 무언가를 '하는' 게임이 아니라 기도하면서 '지켜보게' 됨. 일단 림월드 카극철-랜극철같이 플레이하면 그냥 불쾌한 스트레스 비빔밥에 깔려죽을 것 같아서 안함. 맴버 뽑기, 육성, 전투, 몬스터 젠, 아이템 드랍 전부 랜덤인데 세이브-로드가 없다? 도전 욕구가 아니라 좆같음으로 게임 끄는게 맞음. 림월드처럼 모더들이 유입되야 진짜 갓겜이 될 것 같은데, 림월드 모드의 성공은 분명히 타이난의 노력이 없으면 불가능 했다는 걸 개발자가 잊지 않았으면 좋겠음. 뱀발인데, 타이난은 매 패치마다 튀어나오는 온갖 유저 꼼수를 기어코 쳐막으면서 이걸 해냈다는게 새삼 대단하긴 함. 어쩌면 기어코 쳐막은게 모더를 자극했을지도 모름.
I don't normally go for games with this graphics style, but I can honestly say that I'm having fun playing an exploring. I'd recommend this for others who want to casually play something that's easy to get in and out of. One thing I did learn is that you should micro manage your fights for better outcomes instead of letting full auto control things.
2026年9月時点で実装済みのところまでクリア済み。 アーリーアクセスながら非常に面白かったです。 ゲーム慣れしている人は難易度はハード推奨、敵の特性を理解していないと普通に死にます。 下層に降りたときに帰還ポータルがなかなかみつからない緊張感はこのゲームのいいところ。 戦闘は自動戦闘がメインである程度陣形を意識して前衛、後衛を操作しながら各フロアを探検していくゲームです。スキルは自動発動してくれるので一部のフレンドリーファイアがある大剣と炎魔法のスキルに関しては手動操作推奨。 ゲーム速度の上下はマウスのサイドボタンに割り当てると便利。capsキーで説明の固定がわかりづらいので他のキー推奨。 4人しか探索にいけないので前衛2人(剣+盾orこん棒+盾)、後衛2人あたりで組めば安定だと思います。 2Fのボス倒すあたりから後衛1人を自然杖(回復役)が欲しくなります。大剣や槍も強いので慣れてきてメンバーが増えてきたら専門キャラを作って遊べます。 現時点でのキャラ育成に不評な要素があると思われ、LvUP時の各ステータスはある程度妥協できるが、刻印(アビリティ)は各専門キャラ向けの上位アビリティをつけたくなるのでロードを繰り返すことになります。 LvUP1→2のタイミングでレジェンダリー刻印のLvUP時のステータス追加upをつけてLv2~5まで各キャラの専門アビリティを付けて~x人数分とかやっていると時間がとけます。現時点で10人まで拠点メンバー増えています。 ■ここから要望と不満点 結局4人しか探索にいけないのでこの辺の人数調整とかは今後のアップデートでなんとかしてほしい、せっかくキャラが増えても4人しか同時に探索にいけないのでキャラを増やす意味が現時点だとあまり意味がない。 せっかくだから中規模ダンジョンに6人で挑戦とか大規模ダンジョンに8人で挑戦とかできるようになるのを今後のアップデートで期待。 各キャラのメイン特性(職業)の変更、サブ特性(性格)を後からアイテムで変更できるようにして欲しい。 スキルリセットポーションがあるのだからレベルリセットポーションも実装希望 ランダムイベント(右側のリスト表示)がわかりにくい、ゲーム内にアクションアイテムとして配置するかもっとわかりやすくしてほしい。
What is that game? Rimworld + Darkest Dungeon + DnD-like class system. Sounds like the best game ever for a certain group of players like me. The catch is the game is still in early Early Access, so it's more of a vertical slice of the game at the moment, but if the developers manage to implement their update roadmap, I would put this game into the same tier as Rimworld with DLCs or maybe even higher depending on how much content it gets. Out of the currently implemented mechanics only 2 so far made my experience worse: - No line of sight requirement for ranged attacks for both allies and enemies, which just limits your combat formations and makes some fights really annoying because of enemies attacking through walls from the fog of war. - Your pawns die once they get downed after a mental breakdown or get a mental breakdown shortly after being rescued from being downed. Also mental breakdowns don't really give a catharsis mood buff so your only option to not have your pawns die due to getting 2 mental breakdowns in a row is to stuff their pockets with magic powder. I would rather maybe get some permanent wounds and think hard about whether I should retire the guy after we get out or if it's ok (like maybe my mage got -50% physical damage) than just see him explode and turn into a screen full of items. And maybe there would be some kind of dungeon even to fix them up (like getting to some secret room at the 4th floor with your barely functional guy taking up a party slot, so basically a challenge run). Or at the very least have the chance of them dying not 100%, because it's kind of silly for a seasoned monster slayer to be dying just because they had to have an oatmeal-heavy diet for a couple of days and it was raining. Now some of the things that I personally would like to see in the future: - More horizontal progression, not just next tiers of items. Like maybe some extra weapon types, some weapons that function like hybrid weapons (for example a sword-spear that can use sword and spear skills, or a magic staff that can also use club skills), some more resources that offer different pros and cons. Like maybe make some not super powerful material that is super resistant to acid, and make all the other materials break extremely quickly when taking acid damage. Or make a super light material and an enemy that reduces your max weight capacity, so instead of simply upgrading we could have some "easy mode" materials for certain enemy types. In Rimworld for example, some materials are great for blunt damage but trash tier for slashing damage. Basically, I just don't want the progression to be grind new ore - craft new gear-beat the next floor-repeat. - Some optional dungeon content would be really nice to have as well. For example multiple bosses on a single floor, but a few rooms before you reach them there would be some clues to what exact boss is ahead. Or maybe just multiple possible bosses for each floor. - It would be nice to see some occasional challenge event for the hub base, like Rimowrld raids or environment conditions basically. - Some utility classes, like maybe a stone mage that can build ugly permanent room structures and block passages, or some alchemist that gets bonus drops on monster last hits / resource gathering but the con is that you have to put all the levels into it so he would be wasting a team slot and significantly bringing down the average combat power, or maybe some explorer/scout that can track down specific monsters or resources. In Rimworld of Magic for example we have a chronomancer that can timeskip crops or rewind health, or a geomancer that can drop meteorites which is a great offensive spell but what's really important is that those meteorites have cores made out of precious metals and you can specifically make a build around maximizing that. Or a necromancer that can supply infinite tireless workforce that can also be useful as meatshields in combat as their secondary function. Now I understand that those classes would be too broken without adding mana system which you may not want on a conceptual level, but it's not about the exact classes and more about what I mean by utility skills. If my chronomancer is gonna just have a Repair Gear skill that consumes just mana stones to repair everything on a character, that would already be worth it to spec into. Overall, the game has a lot of potential. Will it realize that potential only the time will tell. The planned modding support could also be huge.
剛開始探險隊模式玩5個小時熟悉流程後 普通難度大概20小時內可以破關 目前在玩困難(正常倍率) 目前比較大的問題是如果追求比較好的角色特質/體質/副體質/銘文會需要一直刷 (大概5~10%時間) 平衡部分就先當沒有吧 目前比較喜歡:蜥蜴鈍盾/精靈弓/蜥蜴大劍/精靈水 劍沒玩過/矛的天賦會需要罰站/自然的治療沒有盾好用/火出傷太慢,但打王會很強(然後把自己燒死) 目前版本 更新三 可能有模組後會好一些吧,畢竟我RimWorld 大概有1000小時以上都是玩模組的 至少官方會看評論就慢慢等吧
Fun game!
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