
The Absolute Evil and its trusted *cough* servant, the Dark Elf Thalya, return in Dungeons 4 after the events of its fabulous predecessor to bring about their triumph over the forces of good once more.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Sep 1 → 1.43/day in the week after.
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Sums Steam only; Xbox, PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 3.3Kreviews | 87% | — | $5.2M |
| $49.99 | 8.2Kratings | 92% | — | not modelled | |
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 849 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2] Dungeons 4[/h2] I discovered the Dungeons series completely by accident. It so happened that I’ve been a long-time RTS fan, and as you know, there aren’t many of those around nowadays (though recently things have been looking a bit better, still far from the glory days of the early 2000s). While browsing the RTS tag on Steam, I stumbled upon Dungeons and even bought the third game - though I never actually launched it. The cartoony style put me off a little, and from the descriptions and screenshots it wasn’t clear what to expect. Still, I was curious to try it. Years later, after buying part 3, my girlfriend and I were looking for something to play together and decided, almost on a whim, to give the latest entry, Dungeons 4, a try. To my surprise, despite our skepticism and the expectation of some awkward tower defense, what we got was a really chill game with a unique setting, clever references, and highly addictive gameplay. I’d even say it was a shame when the game ended after 30+ hours. Now we’ve decided to go back and try Dungeons 3 and will definitely be waiting for the release of Dungeons 5.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Aug 8 → 0.29/day in the week after.
Reviews, worldwide (the counter carries no country): 151.83/day in the week to Jul 17 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French*, Italian, Spanish - Spain*, Arabic, Japanese, Korean, Polish, Portuguese - Portugal, Russian, Simplified Chinese* +3 more
| $49.99 |
| 487ratings |
| 91% |
| — |
| not modelled |
| $27.49−45% | 45ratings | 92% | — | not modelled |
| $49.99 | — | — | — | $0 |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 851 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I've played through all of dungeons 3 and all of dungeons 4. I found 3 to be significantly more enjoyable than 4, primarily in gameplay. In 4 there's not enough synergy to justify having units from multiple factions, the units don't work in the dungeon so there isn't much use for them outside of fighting, the evilness system in 4 is not nearly as enjoyable as it is in 3. The improvements to graphics is negligible at best, nonexistent at worst. The Voice acting and story are as good as they ever were. The only thing I wish 3 had that 4 does have is custom maps. That's the ONLY thing about 4 that I thought was better than 3. In every metric that I care about, dungeons 3 is better, and I wish that whatever comes after dungeons 4 is a return to the formula perfected in 3.
без нашей озвучки, не то
Perfected the game on the second hardest difficulty within 93 hours, which doesn't count the 8 hours of DLC times, unknown amount of paused times, main menu times, and the time I left my computer on all night by accident. Not going to lie, Didn't exactly get my bang for my buck. If you enjoyed the previous games, I suggest NOT buying this one. While it comes with extra features, it also removes many old ones. Spoilers if you decide to read ahead. Horde creatures don't "work" anymore. Demons only torture, and Undead only Pray for a new type of currency. Beyond this, there is nothing that your combative creatures do anymore. The traps need help, as more than half of them are identical to the previous games', the story, while it is supposed to be "bad", it's absolutely terrible, if you played the previous games at all - It caters to both an adult and kid crowd at once, like watching a disney movie or show. If you're into that thing - be my guest, this is just my opinion. The DLC's are 4 missions. The game is still missing it's most valued quality (In my opinion): A decent co-op multiplayer. There are multiple different kinds of multiplayer modes found in the old games, why don't they just have that as 'modes' in this one? Want to play with just one dungeon? - play that mode. Want to play against one another? - play that mode. The game's story is really just trying to get away with the fact that this game, is in fact, what it is - a cash grab. How many times can you release the same traps, same creatures, same snots, same absolute evil, same enemies, same timed invasions, same game, before you start to ♥♥♥♥ on the origin series instead of complement and pay homage to it? To fix all of the above issues I have, perhaps some recommendations: The guard room has always been kind of a last minute thing - why have it if you need your whole army to fight anyways? You need workers, at some point, and you can't guard all 2 or 3 entrances no matter what. Perhaps give a resource when you kill enemies? Perhaps theme rooms based on the creatures that reside in them? If undead are the majority, raise the corpses as skeletons that guard that room alongside of them when heroes die in it. Demons generate evilness when heroes die in it, and Horde satisfy their food/fight needs when heroes die in it? This gives the guard room, and multiples of them, enjoyable. Magic batteries are another step of micromanagement that is not needed. Could you just put a button that allows your snots to just place them? It's an unneeded step of micromanagement that is rather annoying. Same with placing creature based potions. Way too much micromanagement in that department, so that the character can instead focus on creating more and more evil. Perhaps a menu that allows your creatures to go fetch the potion types themselves, and drink the higher percentages as they come. Instead of snots, maybe let the horde creatures decorate the dungeon. If anyone, it would be them who wants to see skulls and effigies around the dungeon, perhaps this increases efficiency of rooms. Undead could instead be the ones to suck the evilness out of the prison. Vampires feeding, banshees needing to gawk jewelry off of the living until she kills them herself (Banshees in other games such as D&D are vain and desire shiny valuables), necromancers experimenting, bone lords needing souls for their weapon or something. Demons could, since they are the path that mana is acquired by, be the ones to make magic toolboxes. I have only played maybe 4 skirmish maps - because they're all incredibly boring. Once you get your creatures to maximum level - that's it, the game is over. Nothing can kill your army. Why? Why are there no enemies that can stand up to that? I'm not saying put the players on a timer, but overworld incursions are always too easy, why not make your army just powerful enough at max research to beat the hardest stronghold? Why doesn't Tanos himself ever enter your dungeon? Developers - this isn't a hard game to program, you know this. You already have a full, working game, and multiple you obviously can pull things from. There are so many things that could add fun and hours into your gameplay. The game has taken a huge turn - from being as most possibly evil as you can, to a building manager. I understand somethings may be needed to be monitored - such as systems putting more clutter on players minds in terms of their micromanaging skills, but those systems should be fun! And evil!
Mir gefällt es leider nicht in welche Richtung die Macher mit der Reihe gehen. Früher hatte man einen Dungeon und versuchte den mit Fallen zu verteidigen. Heutzutage spielt die Gestaltung des Dungeons und die Fallen nur noch eine beiläufige Rolle. Es geht eigentlich nur darum Monstern schnell aufzuleveln. Was ebenfalls nervig ist, das alles in diesem Spiel darauf angelegt ist stressig zu sein. Alles geht auf Zeit! Warum kann man z.B. nicht im Pausenmodus Befehle geben? Warum muss ich immer schneller sein als... / muss das besorgen bevor... / muss verhinder das der der Wagen x erreicht Hab alle Spiele der Dungeonreihe bisher gemocht... dieses war mir zu stressig...
So if you would play through the franchise you would notice that the devs try to always upgrade the graphics, step up the writing and humor. Update the avatars of units and I can go on... However somewhere along the way, something happened and unfortunately compared to the previous installment, the changes made here were more of a downgrade. When I played Dungeons 3 I really had this feeling like if I was almost back in the day going through Warcraft Reign of Chaos or Frozen Throne... but here? Just the look of the units felt cartoony, they did not have this rough look like if a horde would show up at your village you would grab what you can and run for the hills... here it looks like bunch of cosplayers showed up. I could not get used to the avatars, especially the orcs bothered me the most... Yes the humor continues but they kind of leaned into this Marvell schtick and tried to make their own Infinity wars. Even the fun factor of going through the game compared to the previous installment felt gone. Eventually I just lowered the difficulty to finish the campaign and get 100% achievements but I did not enjoy this title and that is such a disappointment. If the devs ever make another game I will check it out but only during deep discount. Pros Humor Cons Lack of fun factor The avatars of units lack this fear rough factor to them, the minions are just not scary and look too cartoonish... PRICE (do not buy this at full price!) The textures in dungeon like what is gold what is different type of rock, was changed and not in a good way... Overall I was looking forward to this game especially because Dungeons 3 was AMAZING but this was kind of a shot in the dark... Overall rating 5/10
An sich ist das Spiel schon unterhaltsam, aber schon im dritten Teil, und in diesem noch mehr, kommt eine inhärente Schwäche der Aufteilung in Ober- und Unterwelt zutage, die von einem extrem fragwürdigen Missionsdesign der Devs noch verstärkt wird: Ab der Hälfte der Kampagne (bei mir Mission 7) ist das Spiel kein Spaß mehr, sondern nur noch stressiges hin und her springen. Und dann die vorher erwähnte, wirklich DÄMLICHE Entscheidung fast jede "Herausforderung" mittels Countdown zu realisieren. Leute, ich kenne NIEMANDEN, der gern mit Timern spielt. Timer sind die billigste, unkreativste, nervigste, unterste Schublade im Gamedesign. Wie wäre es mit kreativem Leveldesign? Eine Festung, deren "sicheren" Zugang ich auf der Map finden muss? Gegnergruppen, die gegen bestimmte Schadensarten resistent sind und mich meine Truppen entsprechend zusammenstellen lassen? Es gibt so viele Möglichkeiten, die im dritten Teil auch genutzt wurden. Hier ist in meinem Empfinden ein scheissdrecks Countdown nach dem Anderen. Ich komme überhaupt nicht mehr dazu, neue Unlocks wirklich auszuprobieren, weil ich am nächsten scheiss Timer hänge und mich auf bewährtes vom Anfang des Spiels verlassen muss. Ich habe gerade die nächste Mission gestartet und das Intro ist "Also muss ich schneller sein als..." Ist mir scheissegal... ich hör nur "nächste ♥♥♥♥♥♥♥ Timer-Mission", rage-quite das Spiel, und verfasse dieses Feedback. Macht so kein Spaß mehr.
So dungeons 2, 3 and 4 are all the same game with minor improvements that are barely noticeable, i bought this as a safe buy a funny dungeon maker thats relaxing to kick back and play, but in this installment theyve just cranked up the intensity by 400% so its not relaxing anymore, back with dungeons 3 i couldnt wait to try new builds and strategies but with this game i really cant find motivation to get back into it to stress about it and finish campaign. So what went wrong? firstly they just bombard you with objectives, develop your dungeon, do research, dig out, go out and gather evilness for upgrades, stop workers caravans, stop patrols, enemies are in your dungeon, but dont stray too far when going out cause spider nests and dwarves are undergound too and if your army isnt nearby its game over as theyll get to your dungeon heart, then top it off you have extra challenges such as for example in one mission you cannot allow enemy champion to kill any good beings for a research buff for demon faction which you cannot unlock without doing this challenge and repeating an 1.5h mission for one minor thing i want to unlock is an unappealing aspect, so it starts feeling more like competitive starcraft with how much you dart around everywhere and cant really focus on any one thing nor really appriciate the game itself. Now you can adjust how much narrator comments on the game but one big perk about this game is the funny commentary and overdone tropes so turning it off kinda kills the vibe, on other hand if you keep it on and dont do all of these following things at the same time, narrator will keep reminding you in the most annoying way, in one mission i got back to back 'thalya still hadnt build a torture chamber' to 'there are enemies in your dungeon' to 'spider nest has been discovered' to 'caravan has set out to rebuild a camp, dubious evil would do well to intercept it' to 'there are enemies in your dungeon' without drawing a breath. Long story short, i dont recommend this game at 50 buck pricetag, maybe 10-15 cause the gameplay is actually good, id imagne sandbox mode would be pretty fun but i kinda wanted to unlock main campaign rewards before doing it, but now every time i look at this icon i think to myself do i wanna dart around for an hour putting out fires or do i wanna play something more relaxing.
作为曾经鼎盛一时的牛蛙工作室麾下的《地下城守护者》系列在某种意义上的精神继承者,《地下城4》在中规中矩地保留了前代作品的主要框架和诸多特征的同时,调整或是优化了前作中的部分细节,除了作为主打的战役部分外,遭遇战和创意工坊支持下的玩家自制地图亦是它所提供的主要游玩内容。然而,自本系列向RTS方向拓展玩法以来,《地下城》系列所带来的核心体验,便已经与它所致敬和效仿的《地下城守护者》产生了较大的差异;而《地下城4》对于部分具体细节方面的侧重强调,也使得它所强调的部分与它的基础设计产生了一定的割裂。 [h1]对比前作的区别[/h1] 首先,自三代较二代而言对女性主角的首次引入以来,人物形象设计上的进一步擦边(除女主的形象比起三代的变化外,另外一个典型的例子就是魅魔的造型) 令人一言难尽,且这种设计与类《地下城守护者》元素的整体风格之间存在着一定程度上的偏离。 其次,在全盘继承了前作的主要玩法和设计路径的基础上,《地下城4》优化了前作的UI设计,最为明显的莫过于相较前作的发散树状图而言一目了然的科技树排布(地下城,部落,恶魔和亡灵等四条主科技线清晰分明),同时为中文本地化增添了极具特色的普通话配音。除此之外,本作新增了一系列效果各异的指向性法术,对前作的科技树所提供的个别精锐单位进行了删除,整体更加强调单位等级对于玩家在地面与人类单位交战时的影响。 剧情方面,如果说前作用处处充满插科打诨的戏谑态度,复刻了类似《冰封王座》中的阿尔萨斯在恐惧魔王玛尔甘尼斯的阴谋下逐渐堕落的陈年往事的话,那么《地下城4》更是在俗套的故事架构上疯狂穿插各类meme,俨然一座堆料式的、由网络流行梗聚集而成的大山。至于这种流行语料的堆砌是否能引起观者的会心一笑,对于标准不同的人而言就见仁见智了。 [h1]与经典之间的异同[/h1] 尽管《地下城守护者》中具有标志性的附身法术在这一代得到了回归,但玩家实际能附身的仅仅只有作为基本劳动力单位的鼻涕精,并且与其他物品、设施或是环境的交互设计基本为0,导致玩家除了挖掘外,几乎只能随着鼻涕精的脚步游览由自己一手打造的地下城。 除却这一最直接和表面的相似之处和其中具体的差异外,决定性的区别,在于《地下城守护者》归根结底是一系列带有部分战斗要素的模拟经营类游戏,而《地下城4》则是一半模拟经营与另一半即时战略的混合,而这两者之间各自的优势却没有因此得到很好的互补。对于《地下城守护者》而言,居住在由玩家所一手打造的地下空间内的各式生物们既是生产单位,同时又是战斗单位,它们各自有着独特的族群需求(且只有在满足这些要求的时候才会进驻你提供的空间),如居住空间特征、族群排斥、日常供给……种种因素综合起来,需要玩家仔细而慎重地规划不同生物的活动空间,以最大限度地发挥这些生物们的功效和避免它们互相之间产生的负面影响,而正是这一过程为玩家的游玩体验带来了丰富的趣味性。 至于《地下城4》,且不论生产单位与战斗单位的分离,各式各样参加战斗的单位们纵使存在着供给上的要求(如住所,薪水,咕咕鸡等),但在生态差异上的需求却是毫无区别的,且建造住所后对它们进行招徕的唯一方式是直接用金币进行购买,这就使得这部分的养成体验比起《地下城守护者》要单调且同质化不少。RTS方面,由于钻石矿和资源法术的存在,《地下城4》在资源获取上并不存在着某种根本性的危机;在进攻这个部分的体验上,除了通过设施训练作战单位、阻挡地面上的敌人定期派遣探索地下城的英雄、拔除敌人几乎万古不变的地面据点和兵力构成外,玩家能做到的局部操作就只有适时释放各式各样的法术和微调己方残血单位的站位,而敌人与玩家操纵的单位之间除了数值和被动/主动能力上的区别外,就再无其他异质性的区别了。更不要说本作在法术释放和战斗操控等细节上较为强调局部操作,却在相关的操作设计上磕磕绊绊、步履维艰,典型例子如在地下城内选择全军时需玩家用魔手进行手动操作再一一放下(尤其是在让这些单位前往地表的时候),又或者编组时无法快速地一次性选中所有同类型单位并加以编队,这些都为具体操作带来了一定的不便之处,再加上前面提及的内容,以上种种使得《地下城4》在RTS方面的体验可谓是浮光掠影,缺乏如它所试图部分模仿的《魔兽争霸3》那样于宏观战略和具体战术执行上的统一和深度。 此外,像是不存在生产/建造优先级这样的设计缺失,在玩家派遣鼻涕精开拓或是建造地下城时可能容易产生相应的阻碍。历代发售以来的更新和dlc内容几乎都是围绕着新地图和新单位来进行的,几乎少有新机制方面的内容,如此纯粹的堆量,只会使得玩家在累积一定的重复体验时间后,逐渐丧失对本作的游玩兴趣。综合而言,由于上述问题的存在,故而个人只能对本作整体给出中评。
После такой воодушевляющей 3-й части, отсутствие русской озвучки убивает всю атмосферу. Вроде разрабы и старались, делали, но, по сути, процентов 25-30 шарма серии игр Dungeon даёт именно озвучка. Хнык хнык, денюшек жалко
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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