
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 702 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
養成RTS,就是一直搜打撤,玩起來很彆扭操作很不方便,希望後續能在優化
Играл в демо версию и очень затянуло. Советую любителям рпг и рисворлда.
Love these cute lizardmen and lycans~ The wall/floor avg quality requirement seems a little redundant, a room with cold dull stone wall and floor doesn't look very comfortable. And hope there will be more equipment selections
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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 702 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
이런 게임이 취향에 맞기도 하고, 낭만도 적당히 있어서 재밌습니다. 근데, 확실히 언리엑세스치고도 컨텐츠가 부실하긴 해요. 당장 탐험하고 보스 잡고 즐길 컨텐츠가 없진 않지만, 성장요소가 너무 미완성입니다. 검을 제외한 무기 트리도 미완성이고, 상위 장비도 아직 너무 적어요. 앞으로의 성장 가능성을 보여준다는 얼리엑세스의 취지에는 간신히 맞다고 생각하지만, 그래도 아쉽고 실망스러운 마음은 어쩔 수 없는 것 같습니다. 데모와 베타 테스트 참여 때 정말 재밌게 해서 기대가 컸기 때문에 더 아쉬운 느낌이 드는 것도 있다고 생각해요.
Прекрасная игра + за замочки при создании персонажей!
great game give dnd mixed wiyh colony sin
还不错,但现在平衡很烂,还有符文的抽奖概率和池子必须得改,资源消耗太恐怖了无底洞,而且出来的全是垃圾。没有sl我都不知道怎么玩。
Consider this a neutral review, recommending holding off from a purchase until later. I can see much of the intention behind the mechanics. I understand that each choice, from leveling up to research to recruitment to building, is supposed to be a meaningful one. I see that the base building reinforces the dungeoneering, and vice versa. I like all that, and I'm curious to see how the game will evolve over the next couple of months. What I don't like is that many options just feel outright wrong. What am I supposed to do with a recruit whose best stats are int and wil, but who can only use a spear, sword, and shield? Or if my agile sword wielder doesn't receive a crit-rate related trait on leveling up? There are strange difficulty spikes littered about too. If you make the mistake of progressing past the portal room into the next area with your beginner adventurers, you will get absolutely massacred by a group of green slimes. Up until now, you've only faced rats and spiders, and the occasional earth golem. You're clearly outmatched here. What are you meant to do? Pathfinder has similar spikes; it's just smoothed a little by the fact that you're allowed to save and reload on demand. I would also like my wins to feel more rewarding. I make a bad choice, get wrecked, feel bad, that's fine. I just don't feel particularly great when I make good choices and win, like when I level up, succeed in battle, completely some research, or make new equipment.
The game is a pretty good time. Works well and definitely lives up to the description on the tin of a Rimworld meets dungeon crawler. The game lacks content which is par for the course for early access but coming from the playtest, I was really happy with the additions and the roadmap looks good. I am satisfied with the price I paid ultimately and the current content. I finished the second dungeon today on Normal and I'll likely keep messing around a bit between updates. Some things I think the game could improve on: 1. I think character creation should be less random, I think the devs said they are planning on a sandbox version where you can choose starting adventurers. Good! While I understand the INTENDED way to play is to not get overly invested in the individual adventurers, that isn't how everyone wants to play particularly in something with RPG mechanics. 2. Right now it feels like having more than four adventurers is just a resource suck. I didn't find a reason why I'd want to, which is a shame because the obvious answer is to get to play with more builds. But they need to do something productive when they are stuck in the settlement during dungeon crawls. 3. The room space requirements are BONKERS for private rooms. I think if you could achieve higher qualities with less of a footprint especially given the way the game crunches you for space in the settlement. 4. Arrows weigh too much. My archer was constantly encumbered when just trying to carry enough arrows to last through the dungeon. I know you can craft more inside but that gets increasingly cumbersome as you advance in materials and crafting stations. 5. Energy. This one was the only real issue that made me want to put the game down. Energy in dungeons seems to drain way too fast. I did two things and then needed to rest which gets in the way of the core gameplay of dungeon crawling. It is a survival game so I'm not against the rest mechanics but tuning the numbers a bit could allow the player a little more uninterrupted time in the dungeon which would be very much appreciated. Just my two cents.
教程我觉得还是需要细化……以及 为什么一上来就进行多单位的教程?即便是多单位,为何不从2人开始? 我也是该承认我自己笨了,我大概不配玩这款游戏。 教程救完人,从传送门出来突然变成3个人操纵,教程还马上要求我去增加第四人。 怎么固定某角色去搓工作台也没教、说“选择 优先睡眠”选项,角色直接倒头就睡,体力充足也没有提示,更不用说爬起来继续干手里的活了。 也许熟悉了之后一定会很有意思吧,这款游戏,但大部分的玩家大概会在熟悉之前放弃这款良作。 如果这款游戏后续有优化,比如高亮部分ui、加入鼠标轮盘快捷功能、角色自动化ai优化等等的话,也许会更易于游玩吧。 以及开局被泼冷水“本游戏设计的初衷就不是让玩家初见通关的”这一点,也许你们可以做点更低难度或补救措施,起码让玩家了解整个游戏流程。 以及我玩肉鸽很惧怕的一点就是我不知道的效果摆在我面前,游戏里每个角色有大量种类的“性格”,这也是让我望而却步的一点。我很讨厌自己做出错误的选择,尤其是不得不选的时候。 最后说难听点,我没有信心去泡在教程里3小时后才“开始享用”这款作品。 别的某些游戏会一点点撤掉辅助ui、去掉辅助高亮提示等来增幅游戏难度,这款游戏似乎为了追求系统的精简没有这层分级。
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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.
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