
Assume the role of a mighty (and mighty evil) Dungeon Lord and create your own diabolical demesnes underground. 10 different classes of heroes dare to enter your dungeon where 15 different monsters lurk in the dark.
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): 0.14/day in the week to Sep 1 → 0.43/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 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.
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Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dungeons, developed by Realmforge Studios and published by Kalypso Media Digital, is a game that attempts to reimagine the dungeon management genre by placing players in the boots of an ambitious Dungeon Lord striving to build the ultimate underground empire. Released in 2011, it presents a darkly humorous inversion of the usual fantasy premise—rather than storming dungeons as a hero, you are the villain constructing one, baiting adventurers with treasures and glory before turning their greed against them. The idea is clever and engaging, rooted in the legacy of games like Dungeon Keeper but with its own unique twist that focuses on satisfying and manipulating heroes before harvesting their souls for power. The concept alone gives Dungeons a distinctive flavor, blending strategy, management, and irony in ways that few other games attempt. At its heart, Dungeons is about creating balance and control in a chaotic ecosystem. You dig out rooms, decorate your halls with traps, gold, and monsters, and then watch as waves of adventurers arrive to plunder your domain. The key to success isn’t simply killing these heroes but giving them what they crave—loot, adventure, and a sense of triumph—before crushing them at their most fulfilled moment. It’s a wonderfully devious system on paper, one that replaces traditional defense strategies with something more psychological and manipulative. There’s a twisted satisfaction in setting the perfect trap, leading a hero through a maze of riches and comfort, and then draining their soul energy at the height of their self-satisfaction. This inversion of moral perspective gives Dungeons a mischievous charm that carries through much of its design. The world itself is brought to life through a mixture of humor and visual flair. The art style is colorful and slightly exaggerated, leaning into a cartoonish gothic aesthetic that complements its tone. Dungeons doesn’t take itself too seriously; it plays up the absurdity of its premise with tongue-in-cheek narration, witty dialogue, and a mischievous soundtrack that keeps the mood light even as you commit acts of gleeful evil. The environments are varied enough to keep exploration interesting, from lava-lit chambers to ornate treasure halls, and the presentation consistently maintains a balance between darkness and whimsy. The technical performance is generally stable, though the camera can feel awkward and the interface occasionally cluttered, which detracts from the fluidity of dungeon management. Still, the atmosphere and personality make the experience more playful than grim, inviting players to enjoy the spectacle of controlled villainy. The mechanics themselves, while ambitious, show both depth and imbalance. Managing resources, expanding territory, and juggling the needs of both monsters and heroes create an intricate web of responsibilities that rewards patience and planning. You’ll find yourself constantly tweaking your layouts to optimize the flow of hero traffic and resource production, while ensuring your own survival against increasingly difficult invasions. However, despite this solid foundation, Dungeons struggles with consistency. The process of attracting, satisfying, and defeating heroes becomes repetitive after a while, as the core loop changes little throughout the campaign. Early hours are filled with discovery and experimentation, but later missions tend to feel formulaic, repeating similar objectives without introducing enough new mechanics to keep engagement high. Combat, in particular, can feel stiff and unresponsive, as controlling your Dungeon Lord directly lacks the precision and feedback needed to make battles exciting. The campaign’s pacing also suffers from uneven structure. Some missions feel overly drawn out, requiring long stretches of resource grinding or repetitive micromanagement before achieving meaningful progress. Others are cluttered with tutorial-like objectives that interrupt the player’s creative flow. The game’s humor and atmosphere do their best to carry these slower segments, but it’s hard to ignore the sense that the design doesn’t fully capitalize on its own premise. The sandbox mode, in contrast, fares better, offering the freedom to build and experiment without restrictive mission goals. This open-ended playstyle better showcases the strengths of the game—its creative systems, its emergent moments of chaos, and its capacity to make villainy feel playful rather than oppressive. While Dungeons aspires to capture the same spirit of cult classics like Dungeon Keeper, it diverges in philosophy. Instead of focusing on direct control over minions or elaborate trap placement, it leans into economic management and mood manipulation. This difference makes it unique but also divisive. Players expecting a more hands-on, fast-paced experience may find its indirect control system too detached, while those who enjoy slow, methodical strategy might appreciate its subtle complexity. The soul-harvesting system is conceptually brilliant, but it never reaches the level of refinement or depth that could have made it revolutionary. The result is a game that constantly hints at greatness but never quite escapes its own mechanical limitations. Despite its flaws, Dungeons remains a fascinating experiment in game design. It’s a title that takes risks, that dares to invert expectations and explore what it means to play as the “bad guy” in a world built for heroes. Its charm lies in its personality, its humor, and its moments of sly cleverness, even when its systems falter. The blend of management, strategy, and dark comedy ensures that it stands out in a crowded genre, even if it doesn’t fully master it. For players with a love of dungeon-building games, Dungeons offers enough entertainment and creative freedom to justify a visit to its underworld, though patience and tempered expectations are key. It may not be the perfect embodiment of its concept, but it captures the fun of wicked ambition—a reminder that being evil can sometimes be its own reward. Rating: 5/10
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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, Polish
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's so-so, I just can't play this it got me bored, it's not about the graphics it's just the game it's stale at least for me but it works and plays well so I'll give it that for such an old game.
Хоть и в подземелий есть какой-то вайб, но к сожалению игра скучная и однотипная. Большинство миссий просто затянуты. Некоторые миссии можно пройти посылая своего владыку просто к сердцу подземелья противника
Un must pour les fans des jeux style Dungeon Keeper ! Après avoir passé de nombreuses heures à creuser, piéger et transformer des héros valeureux en simples lunchs pour mes monstres affamés, je peux dire une chose : j’ai adoré ce jeu. Si tu aimes les jeux où tu incarnes le Mal… vraiment le Mal, ce titre est fait pour toi. Graphismes : Les visuels du jeu plongent immédiatement dans une ambiance souterraine délicieusement macabre et colorée. Les donjons sont assez bien détaillés, avec un charme rustique qui rappelle les classiques des années 2000 tout en restant plaisant aujourd’hui. Les décors ne sont pas clinquants comme dans les AAA modernes, mais ils ont leur propre personnalité, ce qui colle parfaitement à l’atmosphère stratégique et humoristique du titre. Gameplay : Le cœur du jeu, c’est la gestion de ton antre démoniaque. Creuser des tunnels, aménager des salles, gérer les ressources et attirer des aventuriers naïfs pour les détruire est incroyablement satisfaisant. C’est un vrai plaisir de pouvoir façonner le donjon de ses rêves… ou de ses cauchemars ! L’équilibre entre stratégie, construction et petits défis tactiques offre une progression vraiment fun. Ambiance & Narration L’humour est omniprésent, parfois noir, parfois sarcastique mais toujours dans le ton du genre. Les dialogues et les situations rappellent les vieilles heures de Dungeon Keeper avec une pointe de modernité ludique : les héros qui débarquent en pensant « sauver le monde » finissent plutôt par finir dans mes pièges. Musique & Son La bande-son n’est pas révolutionnaire, mais elle accompagne parfaitement l’ambiance générale. Les thèmes sonores donnent une sensation de donjon vivant, entre couinements de créatures, bruits de creusement et rires maléfiques enregistrés au bon moment, ce qui complète parfaitement l’immersion. Rejouabilité Chaque partie apporte une nouvelle chance de repenser ton empire souterrain. Entre les différents DLC, les monstres à débloquer et les stratégies possibles, on ne s’ennuie jamais vraiment, même si certaines missions deviennent un peu répétitives. Verdict global : Recommandé ! Si tu es fan de jeux dans le style Dungeon Keeper, que tu aimes l’humour noir et que tu adores créer des pièges impossibles pour les aventuriers imprudents… Dungeons est fait pour toi. Je le recommande chaudement à tous les amateurs de strategie + gestion de donjon. Une expérience unique qui donne envie de revenir encore et encore creuser plus profondément ! 👹🏰
[b]Reviewed On: January 13, 2026[/b] [u][b]Overview[/b][/u] I suppose you could say Dungeons is a spiritual successor to Dungeon Keeper by Bullfrog Productions as they follow the same core concept. How true that is I can’t say for sure as I never really sat down to play it. Anyways, Dungeons has you taking on the role of the Dungeon Lord who must reclaim his position of power after being betrayed. To do this, he must collect gold, souls and muster an army to fight his way to the lowest levels and retake his throne. [u][b]Visuals[/b][/u] Given the age of the game, I think it kind of held up. It does show with some of the rather basic designs coupled with some stiff animation work. But overall it could be much worse. [u][b]Audio[/b][/u] Not a whole lot to really write home about on this. Audio quality is okay I suppose, though some of the dialogue is another matter. Some of it is done for comedic reasons, but others can be rather grating on the ears, your little goblin side kick in particular can be hard to listen to. [u][b]Story[/b][/u] Well as stated, the whole thing is about reclaiming your throne after your lover betrays you. You find yourself at the bottom of the hierarchy and must now defeat those who were once under you to raise to the top once again, unleashing evil to the world above as you go. For the most part it really isn’t all that involved, you honestly just spend most of your time simply trying to complete the objective for the current level before moving on to the next. [u][b]Gameplay[/b][/u] For the most part things are a little hands off as you spend most of your time waiting for things to happen. You’ve got Little Snots that go around digging, collecting gold, moving bodies and doing resupply runs around your dungeon. Your minions are based on Pentagrams that you have which will spawn a batch of them in to hold the position that the Pentagram is located in, attacking any enemies that wander into their field of view. What kind of minions you have will vary based on what nests you have in your area of influence as well as what level you’re on. Having nests in your influence will increase your population count, so it’s good to use some of the Pentagram’s to expand your influence to acquire a larger population count as well place Pentagram’s in strategic locations to have would be adventurers stumble upon them to get worked over. Those that invade your dungeon are typically seeking fame, glory and untold riches, so you need to provide them with the kinds of things they’re looking for while exploring the dungeon. Gold, equipment, knowledge of the arcane, traps and fighting monsters are all things that those seeking adventure want. But not all who enter your dungeon are looking for the same things. There are a variety of enemy types from the rookie adventurer to the knight in shining armour that will enter your dungeon and are looking for specific things. Clicking on them will show what their needs are and how far along it is until those needs are met. Once all of their needs are met, they will then exit the dungeon. So why is it important to meet their needs? Because you want to drain their soul energy. Soul energy is used to purchase items to decorate your dungeon to increase its fame, which in turn makes you stronger. It’s also needed to purchase upgrades. So once an enemy has been defeated, you can extract soul energy from them by throwing them into jail cells where the energy will be slowly extracted and they’ll eventually die (unless you decide to be merciful and free them or a hero shows up and frees them). As for you as the Dungeon Lord, you can control him and where he goes, who he attacks and upgrade him through points that you acquire by doing certain tasks during the mission. Improve stats and unlock new abilities. While in your sphere of influence you will gain stat bonuses based on the amount of fame that your dungeon has. This can make fighting in your area easier, while harder when fighting in areas that you don’t control. But if the Dungeon Lord dies, it’s not game over (unless stated otherwise) as he’ll just respawn back at the Dungeon Heart with it taking some damage. So long as the Dungeon Heart has health, you’ll be fine. [u][b]Is it worth it?[/b][/u] Dungeons isn’t a bad game. It has some interesting elements, but is also limited. I’m not entirely sure if it’s due to the technology at the time or the developers simply not having the time and//or care to expand on the dungeon elements. It would have been nice to have more options to improve the looks of your dungeon and maybe give a bit more reason to increase its fame beyond making your Dungeon Lord stronger. I’m giving it a thumbs up but with the recommendation to buy it when on sale and don’t expect it to be some high quality game. There are other games that tackle the genre better, but that doesn’t mean the game wasn’t bad, just average and would be more for those who are exploring the genre throughout the ages.
El juego tiene bastantes momentos en los que es muy lento y llegado a un punto se me cierra o se me bloquea y no puedo continuar
Ich habe mit dem 3 ten teil angefangen und mir jetz den 1sten geholt daher war dei erwatung anders , denoch für sein alter ist es ein schönen spile mit einen guten spillinie und verblüfend vilen warianten . bis aus ein paar abstürze liv es supper
good
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