
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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Charts
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 692 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First of all i would like to say that i really love this game, it has all the base elements that i love which are colony management, dungeon delving and having rpg elements with the characters. But in it's current state it's far from where it should should be in my opinion, but i'll be looking forward to all the new content and changes for this game. Things that would need work are the following things: * Gear progression, altho there is a sense of gear progression it doesn't give the boost you would expect from it. Going from wooden weapons and cloth armor up to the currently best gear available being copper doesn't give that big of a change as you would expect from better gear as the changes come mainly from increasing stats. * There should be an expansion of the farming system, currently 2 crops are available for farming which is oats and dust bulbs which supplies you with the worst veggy meal and wood. Due to the other vegetables not spawning on every run it gets slightly annoying to keep your vegetarians fed with decent food. For the Carnivores it's even worse as there is no animal husbandry or such for the base, so you are fully reliant of drops in the dungeon, in the dungeon the issue is that the loot table for the mobs that drop meat is set in such a way that either meat/mana stones/hide/bones drops, due to this it's really tough to keep a full carnivore squad fed unless you keep on depleting the dungeon. * Food options: Not being able to cook Hardtack feels like a major oversight as it would be the best exploration food for longer dungeon runs, with the current food options you may not want to explore for more than 4 days unless you are able to make enough freshly to give your squad 6 meals that just got made before you enter. *Skill trees should be expanded more for higher tier exploration as in it's current iteration going past lvl 5 maybe 6 for skills feels like a waste, you would only do it for the stat increases and inscriptions.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.6M | 12.7K | 60% | $4.99 | |
| $1.6M | 7.5K | 98% | $7.99 | |
| $1.6M | 6.9K | 77% | $8.99 | |
| $1.6M | 20.1K | 89% | $4.99 | |
| $1.6M | 1.3K | 81% | $35.99 | |
| $1.6M | 2.8K | 95% | $12.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $195.6K | 428 | 89% | $11.69 | |
| $3.8K | 5 | 80% | $19.99 | |
| $997 | 8 | 100% | $4.99 | |
| $398.9K | 648 | 76% | $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 692 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
its a great game and would highly reccomend if you like survival city builder style games, i look forward to when they add more from the road map a relationship system would be great like for buffs so somone who hates lizard folks wouldnt hate them as much if the tank was one and kept protecting them and build a friendship to kinda even it out
Can't wait for more content.
I'm really enjoying the concept and what Dungeon Settlers has to offer so far. It's an RPG with settlement-building elements mixed in, and I think the combination works really well. My biggest issue is the combat. It feels a bit jarring and seems designed around pausing the game every few seconds so you can regroup, reposition your units, and give everyone new orders. I don't mind having the ability to pause and issue commands, but combat feels a little too dependent on it. I'd like to see the combat flow improved so that pausing is a useful tactical option rather than something I feel like I constantly need to do. Character progression can also feel overly RNG-dependent. Dumping resources into leveling a character sometimes feels like playing a slot machine: you can invest a bunch of resources and end up with amazing talents and traits, or get relatively little out of it. The game does let you spend more resources to guarantee a higher floor for stat increases, which helps, but even then it can sometimes feel like spending less would have produced nearly the same result. I really like the class system, especially the few opportunities it gives you to experiment with hybrid builds, but I'd love to see that expanded. I understand that most characters seem intended to specialize heavily into a particular class, but some subclass abilities open up really fun combinations. For example, the Burst subclass lets you use Flame abilities without having the Flame weapon equipped. I've been able to make a Flame swordsman who primarily fights with sword skills while also using the Flame class's fire aura, and it's a ton of fun. Unfortunately, there don't seem to be many other combinations like this. I'd love to see more subclass abilities that let skills or mechanics from different classes interact, giving players more freedom to create unusual hybrid builds. The game still needs some polish, especially when it comes to the flow of combat and some of the RNG involved in character progression. But I've been having a lot of fun with it so far. The combination of RPG combat, settlement building, and character customization has a lot of potential, and I'd especially love to see the game lean further into giving players the freedom to experiment with different character and class combinations.
The game itches a scratch, and quite pleasing at the current state. Only thing that I find a little bit unsettling are the abilites, that are quite limited to the weapon that you character wear, while other abilities learnt are useless without the weapon. I think being able to multiclass would be amazing, and add a lot of fun into the game :)
Love this game, and very excited to see what they do in the future. Obviously the tech tree, and skill trees are a bit lacking at the moment as they aren't fully fleshed out yet, but I fully expect those to be filled out in the future. My one and only complaint, and I hope it is something they fix in the future is armor/weapon durability. It depletes way to fast and it forces you to constantly be fixing it after every single dungeon delve, sometimes I have to retreat solely because my armor is half broken after the second floor. This becomes especially an issue on later dungeons where there are a ton of enemies that break your armor real fast. I don't tend to like durability in games in general but its especially bad in this one, I just hope they decrease the rate at which your armor breaks, or add a skill to repair it mid dungeon. It also forces you into using armors that are cheaper to repair since getting the resources to repair the more advanced armor is very difficult.
really terrific title, totally lives up to the trailer and the promise of the game. Really looking forward to the updates
Honestly this is everything I've ever wanted in a dungeon exploration game. Base Building Different Build/Skill Trees The combat that you can let play out by itself, control manually or a combination of the two when youre facing strong mobs Its hard to say that this is very barebones because of what I believe to be more content than most early access games now a days but; the content they're promising is only gonna make this better and I wholeheartedly look forward to it. My only minor complaint is that there isnt deeper character customization but Ive been too spoiled by bg3 and rimworld and ik thats not main focus of the game so Im not too bothered by it.
Es un juegazo, con todas sus letras, pero aun no lo recomiendo. si bien se sabe que las compras en EA ayudan para el desarrollo, el contenido que te otorga el juego es muy restringido. Tus personajes comienzan a estresarse por no poder progresar más, ya que tendrán un debuff constante en la partida producto del progreso, mientras más subes de nivel tus colonos, exigen mejores tratos, pero al no poder brindárselos, se vuelve injugable... entras en la dungeon, primera sala y ya están estresados. Espero que con los parches mejoren varios aspectos, tiene un potencial enorme, espero no quede solo en eso.
Man... I can't put into words how much I'm enjoying this game. It's got so many elements I love, plus a bunch of mechanics that make it genuinely replayable. The whole premise feels like it was made for someone like me who's into dungeon dwellers animes.
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