
Roguelike twist on tile-matching puzzle games. Collect relics. Learn spells. Unlock new equipment. Fight bosses and monsters. Use your abilities by matching tiles, creating combos, and solving puzzles!
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 23 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About



Genres
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amazingly fun game, bit RNG heavy, especially when it comes to the timed mode. But the non timed modes are a lot of fun. Well done dev! I look forward to seeing Dungeons & Jewels 2 at some point!
Fun game. Sadly I wrote a detailed review, and lost it, sigh. But it is a mix of match-3 play and a basic side scrolling dungeon crawl. The game play is interesting, the ways you kill each monster can vary a lot (the dragon was really tough) but you can collect spells and relics. Took awhile to get a few for it, but I an enjoying myself. One thumb up ADDENDUM: Over 22 hours in before I got bored. For me, the last character is just too hard. Still, had quite a bit of fun.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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**languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
代价 / The Cost 耗尽一切 / Drain every last drop 击败恶魔 / Crush the demon 勇士轰然倒地 / The warrior crashes down 屏幕弹出 / The screen flickers on YOU WIN 胜利的果实 / The fruit of victory 不给勇士 / never reaches the warrior 胜利的代价 / The price of victory 是胜利者 / is the victor
Sorprendentemente bueno, al principio decis "Ah es un candy crush roguelike" y de la nada estas haciendo combos de la puta madre oneshoteando a satanas, la verdad, juegazo
its fine I guess. I can't identify anything wrong with it, but nothing really stands out as great either. A fun concept with 7/10 execution that I got bored with after just a few runs
Dungeons & Jewels is a cleverly designed hybrid that blends match-3 puzzle mechanics with roguelike structure and light RPG progression, resulting in an experience that feels familiar on the surface but surprisingly deep once you engage with its systems. Developed and published by JJJ, the game takes the instantly recognizable act of matching colored gems and reframes it as the core engine for dungeon crawling combat. Instead of simply clearing boards for points, every match directly influences battles, making each move a meaningful tactical decision rather than a mindless pattern exercise. The heart of the game lies in its puzzle-driven combat. Enemies are defeated not through traditional attacks but by matching specific jewel colors and sequences that trigger damage, spells, or defensive effects. This creates an engaging layer of strategy where players must constantly balance offense, defense, and setup. It is often not enough to simply make the largest match available; planning future turns, breaking enemy shields, or preparing a powerful combo can be far more important. This approach elevates the match-3 formula into something that rewards foresight and adaptability rather than speed alone. Structurally, Dungeons & Jewels embraces roguelike design principles. Each run is relatively short, but densely packed with decisions that shape how the journey unfolds. Procedurally generated dungeon branches ensure variety, while a wide range of enemy types prevents encounters from becoming repetitive. As you progress through a run, you acquire relics, spells, and upgrades that can dramatically alter how your character interacts with the puzzle board. These elements often synergize in unexpected ways, encouraging experimentation and making every run feel like a fresh strategic puzzle rather than a recycled challenge. The game’s playable characters further expand its replayability. Each class introduces unique rules and pacing to the core mechanics, sometimes even changing how time and turns function. Some characters allow for a more relaxed, turn-based approach where careful planning is rewarded, while others introduce pressure by advancing enemies in real time, demanding quicker decisions and sharper pattern recognition. This variation ensures that the game can appeal to both methodical players and those who enjoy a more intense, fast-paced puzzle experience. Progression extends beyond individual runs, giving the game a strong sense of long-term motivation. Unlocking new spells, relics, and dungeon branches gradually expands the strategic space available to the player. Over time, this transforms how you approach the game, as previously impossible encounters become manageable through smarter builds and better understanding of the systems. The feeling of improvement comes not just from numerical upgrades, but from learning how to manipulate the board and exploit synergies more effectively. Visually, Dungeons & Jewels opts for clarity and functionality over spectacle. The clean 2D presentation ensures that jewel colors, enemy indicators, and board states are easy to read at a glance, which is essential in a game where every move matters. While the art style is modest, it serves its purpose well, keeping the focus on gameplay rather than distraction. Sound design is similarly restrained, providing feedback and atmosphere without overwhelming the player during longer sessions. The game also offers additional modes and features that enhance its longevity. Endless challenges allow skilled players to push their limits, while practice and replay options support experimentation with different strategies and character builds. Leaderboards and achievements add a competitive and completionist layer for those who enjoy measuring progress beyond personal mastery. Overall, Dungeons & Jewels stands out as a strong example of how familiar puzzle mechanics can be reimagined through thoughtful design. By combining match-3 gameplay with roguelike progression and meaningful combat systems, it creates an experience that is easy to learn but difficult to master. It is well suited for players who enjoy strategic thinking, experimentation, and replayability, offering a satisfying balance between accessibility and depth that keeps each run engaging and rewarding. Rating: 6/10
GOTY
Pretty fun little time waster. It's a little light on content but you can expect to get 10+ hours out of 100%ing it, which is pretty good for a humble little puzzle game. It is possible to break the game in Endless mode where it basically racks up the score endlessly (and lags out, etc.) - maybe needs some sort of hard limit feature or scaling difficulty that would end a run eventually. I had a lot of fun with it.
For the cost of a Starbucks breakfast, you get a delightful little gem that'll charm puzzle game and rogue-like enthusiasts. It's like getting a dose of gaming caffeine that perks you up for hours of addictive fun!
fun simple game, good to have on as you listen to stuff, will run on anything
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Players by region
Where this game's players are, estimated from review languages.
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