
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.
Modeled estimate, not a reported figure. How we estimate →
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
Very fun and great casual game. Game mechanics are easy to pick up. The game gives great direction when unsure what to do next, so I never was left wondering what to do.
think rimworld, but with a dungeon crawl. the actual colony building aint as in depth as rimwold, but still has enough to keep it interestring. but the main thing that sets it apart from rimworld, is the resource gathering. there are no mines, or infinite wood farms, or even animal breeding. everything you need, from wood, to ore, you get from doing dungeon runs. the deeper you go, the better resources you get. all and all, id say its a solid take on this style of games, and im definetly looking forward to seeing what cool new stuff they add in
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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
Fun game, Can't say im a big fan of spending an hour plus in a dungeon just for the game not to load into the settlement and lose all progress :)
难得的一款首发能达到特别好评的新游。 评论中很多提到的roll 角色、基地建设、怪物设计问题都是实打实的比较严重的问题。除了这些我认为还有一些细节问题值得考虑: - 升级材料太重了。作为升级、重随属性、部分制作都需要的核心机制相关的基础材料,这东西每次下本基本上每个人只能带个几十颗。如果追求升级满增长,在人物3、4级左右,需求量就会变得极高。如果没有特别目的的话建议把这个东西重量调到当前的五分之一甚至0重量,否则会和搜刮资源产生很严重的冲突。 - 重随属性需要与一次升级相同数量的资源?讲真我没试过,我看到升级满增长的材料需求量的时候已经老实了,根本没有多余资源去点重随。虽然能锁一半,但是重随不建议消耗与升级相同数量甚至类型的资源。联合当前人物培养和升级随机要素极多的问题,重随功能当前的资源占用让它几乎没什么实用性。 - 升级增长不可补偿。当前升级时选择属性增长似乎是一次性的?这就导致如果一个等级下不选择满增长,那这个角色相当于**永久亏模一部分**。一方面当前升级带来的好处好像只有属性增长和解锁技能,不满增意义不大。另一方面,这种永久亏模对于完美主义强迫症(我)玩家实在是太难受了。我建议要么把属性增长改成某种可在后面补回的机制,或者与升级(获取技能点)解耦。这个问题对于直接招募的人物似乎也有影响,直接招募的高等级人物比从1级开始培养的人物属性亏模不少。 - 商人。商人只有地城中才有吗……而且本身卖的东西也很鸡肋。 - 材料-装备-游戏进度绑定:真的我见过太多这种的。这导致装备、不同的制作材料实质上就是游戏进度条,纯粹的刷数值。就挺没意思的。虽然不少很好的游戏也是这样做的,但是你们要不要考虑下不把装备材料与装备等级(对应装备属性)绑定呢?让装备升级有一条单独的升级机制,然后让不同材料的装备有不同的特效/附带技能。 暂时只记起来这些,别的之后随时补充。 既然抢先体验提前付款了,那就不能连推荐都贷款了。目前先不推荐,但很有潜力。一年后看看更新后的情况再说。 ---26.09.06---
1、最差的部分:人物升级,需要roll点,6个基本属性随机roll,特质也是随机roll,花费远远高于你在副本里刷到的材料数量; 2、最不合理的部分:完全随机的roll点,技能是战士的roll到射手的特性,法师特性的roll到武器近战,你让战士技能是射手技能但是不能拿射手武器是吧?这随机完全没有按类做划分,程序员是一点不过脑子的; 3、困难模式下,随着天数增加敌人三维增加,增加曲线高于玩家曲线,随着天数增加,这个曲线差还越来越大。 4、最让人无法接受的部分:明明大家都评论roll点有问题,但制作组随后的第一次更新,着重在整他的音乐部分,roll的事情是一丝不提,假装看不见。傲慢程度可见一斑。 鉴定为:游戏是好游戏,类型和玩法都有趣,但制作组里没有懂数值设计的程序员,且程序员属于摸鱼上班的,能偷懒就偷懒,图省事交差。
The settlement management is fun, and the combat was definitely the highlight for me. There's a good amount of strategy to the fights, and progressing deeper into the dungeon while building up your colony feels really satisfying. Looking forward to playing more. MOAR CONTENT I NEED IT.
personally i adore this game, its just i have a few personal gripes that lean more into future updates rather then something i expect from the game at this stage but other then that its been a wonderful experience, beautiful music, well thought-out combat and room to grow (below are a few personal things that id like to be added in the future) Automation and Dungeons: I believe the cleared floors of dungeons or at least somethings in the actual base aspect should be able to be automated, it would allow certain aspects that i personally struggle with to be alieviated Resource confusion: my main issue is theres no way to see how to get certain resources, so you have to blindly look around and hope its not a rare drop from a previous floor, i see that theres been some attempts with random events to make the early game clay issue better which is a wonderful step in the right direction
I love how the combat is done. They don't make it so that you develop super fast that early game enemies become immediately trivial even after hours of gameplay. The energy system is amazing and infuriating at the same time, I love it--it makes skill use more meaningful, as in you will opt to reserve energy and use basic attacks on weak low-floor enemies. As for changes that I would love to see in the game: 1) Bigger skill trees: I'm sure that this is coming, the sword skill-tree sticks out as the only one of its size--massive. I would love to see other skill trees grow in size with more effects. This title being early access will excuse it for now. 2) Smarter Residents: The recruits are dumb when it comes to bulk crafting, they grab only enough resources to craft one unit of an item, when multiple units are scheduled at the relevant crafting station. This wastes the in-game time (and IRL time just watching residents run back and forth). What's more is that you can circumvent this by pausing the game and dragging required resources straight to the resident's inventory, eliminating their need to run back and forth between storage and crafting station. 3) Economy: This one is something that I want to see come to the game. The game economy should exist in the settlement. This economy could use gold, or could be trade of resources: bloodwood for clay, leather for bones, etc. This would make it distinct from the merchant down in the floors.
Awesome game, unique and original take on a colony sim, super stable, can't say I encountered a single bug. excited for the roadmap.
very very impressed with this game, only got a few days ago n got 14h playtime, with these types of games (rimworld) i dislike my characters dying, luckily with this it was just suddenly getting downed thanks to autoskill (took me a while to realise and used so many heals early on) but only down, no deaths till embarking on the second location fighting the mage on the second floor. completed location 1 floor 5 at lvl 4, only issue i had was energy dropping a ton so had to swap out fighters (fighting in shifts). while the others slept in a house at the portal spawn. the camp is a really great item i didn;t use till late, such a good item to have near the last floors as my method of just a house with beds and a fireplace wasn't good enough for stress after the 2nd or third day debuff. also i love the idea of all mats have to come from the dungeon, research seems a bit quick but not fussed about that, anyways very good game. cant wait for future updates. and or mp mode or mod
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