
The popular dungeon-crawling RPG series returns! Take your party into procedurally-generated dungeons, fight in turn-based battles, loot and level up! Explore the land and uncover the mysteries of the Godfall!
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 14 → 0.25/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
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Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Digital tedium. Probably one of the worst dungeon crawlers I've played - from a party customization perspective (5 classes with 2 subclass options each), information available to player (if I fight an enemy once, why can't I learn what abilities are available to it?), and just a pure grind perspective. It's solely intended for a massive grind - multiple factions reps and items to collect, multiple parties to manage (which are generally pointless, since there's very few variations on a party you can actually make with the limited class options). Just utterly disappointing overall. Maybe it was great as a flash game back in the day... but as a full-fledged PC release? What a disappointment.
日本語化Tool作成依頼を受けた為 日本語化Toolを作成しました。 ↓↓ https://steamcommunity.com/app/469720/discussions/0/732532230755206191/ プレイレビューではなくて、スミマセン。。。 その他ゲームの日本語化情報 https://steamcommunity.com/groups/japanesemod/curation キュレーターをフォローしていただくと、 ストアページから簡単に日本語化Mod/Tool入手先を表示できます。 また、当キュレーターにて日本語化した他の多数のゲームも、 同様にストアページから入手先を開けるようになります。
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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
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
For something that is essentially a flash browser game, this is a god-tier game. Very entertaining and the ability to add custom sprites elevates it to a new tier.
I was a fan of this franchise and played a lot of Monster Den Chronicles, back when you could only play the title in a browser with a low end PC. I was happy with this newer installment being super cheap during this winter sale so I had to try something that I loved in the past. Sadly, the game had too many ideas that ended up not as harmonical as I would wish. A deal breaker for me was the fact that I have zero freedom regarding my initial party composition: You are stuck with a party early on consisting of: Mage, Cleric, Archer and Warrior... Veteran and old players would enjoy the chance of making wacky but useful/fun build like in previous Monsters' Den games: A full Conjurer + Mage party or a 2 Archer + 2 Warrior build... Being stuck in a basic party where you can't even add a Rogue or Warden early on really hurt the experience for me, and there is no reason on why such characters are locked so early when it wasn't a problem in any other franchise title. But once the game gets going, I am surprised by the fact that missions now have a "timer": you can't walk freely and enjoy the map, if you don't head for your mission, you are done. Bounty system also expires/refresh every month so I wasted my first hour by not getting it done at all. The number of reputation points and currencies is a bit overwhelming for me. Not only that, while the idea of a Keep with relics and also serving as a resting place and training for idle hired heroes is amazing, you pretty much have to pay RENT (maintenance of the Keep) in a video game and also a salary to your party of heroes (even though I did not choose my roster of mercenaries...). Monster Den series is hard enough so I would rather have some wagons with pavilions around for my ragtag band lacking good items or battle quickness early on (because as I said... No fast Rogue early with crits and no Warden with powerful Crossbows early on at all). Different from the game before that one, I don't see so far how can I replay it with different strategies, since it feels a game that forces me to play in a way that I don't want to in the early game... Unless I get surprised later on in my journey, Monsters' Den: Godfall is a game that could have kept the original formula, added a few new features and granted the freedom from their rustic predecessors, but didn't... Maybe you should go for it in a Steam sale.
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Monsters’ Den: Godfall is a thoughtfully constructed dungeon-crawling RPG that blends tactical combat with long-form company management in a way that feels both classic and refreshingly methodical. Developed and published by Monstrum, the game expands on the design philosophies of earlier entries in the Monsters’ Den series while carving out a broader strategic identity. Rather than simply guiding a single party through endless dungeons, you oversee an entire mercenary company—maintaining a roster of heroes, managing a stronghold, selecting doctrines that influence your playstyle, and deciding how to allocate limited resources across multiple fronts. This structure immediately gives Godfall a sense of scale many dungeon crawlers lack, turning every expedition into a small piece of a larger campaign. At the heart of the experience is the tactical combat system. Battles take place on tight grids and emphasize clarity, synergy and planning. Each hero class brings a distinct set of abilities, and combat quickly becomes a puzzle of positioning, turn order, and target priority. Enemies are varied and intentionally crafted to challenge different strategies, ensuring you must adapt rather than rely on a single overpowering build. As you progress, equipment plays a central role. Loot is plentiful and deeply customizable, allowing you to augment characters with enchantments, relics and unique modifiers that create meaningful build diversity. There is immense satisfaction in crafting a party composition that feels uniquely your own, with gear and skill choices interlocking to form powerful synergies. Outside of combat, the overworld and stronghold mechanics give the game a welcome sense of structure. You chart expeditions across a realm threatened by fallen gods, choosing missions based on risk, reward and urgency. Some quests expire after a set number of in-game days, creating subtle pressure to act efficiently without feeling rushed. Back at your stronghold, you recruit new heroes, train existing ones, refine equipment, and activate doctrines that grant global bonuses. These systems integrate smoothly with the dungeon crawling, creating a rhythmic loop where each outing influences the long-term trajectory of your company. The more you invest in infrastructure, the more confident and versatile your mercenary bands become. Visually, Monsters’ Den: Godfall opts for functional clarity over extravagance. Its art style is clean and readable, prioritizing strategic information over high-fidelity spectacle. While this might seem modest at first glance, it suits the game’s methodical tone, letting you focus on tactical depth and resource management without distraction. The interface is streamlined, with menus and tooltips that offer the transparency needed for a system-heavy RPG. Sound design follows a similar philosophy: unobtrusive music and sharp combat effects provide atmosphere without dominating the experience. Despite its strengths, Godfall has a few limitations that become more apparent in extended play. Procedural dungeons, while varied in their modifiers and layouts, can grow repetitive over many hours, and some late-game encounters lean more on scaling numbers than inventive mechanics. The campaign’s pacing is steady but may feel slow for players who prefer tightly scripted narratives or constant dramatic beats. Additionally, once you reach the point where your party builds are highly optimized, combat encounters can shift from tactical puzzles to predictable routines unless you actively challenge yourself with higher difficulty missions. Even so, these drawbacks do little to diminish the core appeal of Monsters’ Den: Godfall. It excels at giving players meaningful decisions, satisfying tactical encounters, and a sense of ownership over a growing mercenary company. The layered progression—from equipping a single hero all the way to shaping the doctrines of an entire stronghold—makes every success feel earned and every setback a valuable lesson. It is a slow burn, but a rewarding one, especially for players who appreciate RPGs that prize strategy, structure and long-term planning over cinematic flair. In the end, Monsters’ Den: Godfall stands as a robust and confident entry in the dungeon-crawling genre. It may not rely on flashy visuals or sweeping narrative twists, but its combination of tactical combat, deep customization and thoughtful macro-management creates an experience with remarkable staying power. For players who enjoy deliberate, strategic RPGs and the satisfaction of building a mercenary force from the ground up, this is a rich and absorbing adventure that rewards careful play and offers substantial replay value. Rating: 8/10
一見すると古いFlashゲームのように見えるかもしれない。しかし、その古臭いUIの向こう側には、往年のRPGファンが探し求めていた「理想の沼」が広がっています。 反射神経はいりません。マッピングの苦行もありません。あるのは、純粋な戦略と育成、そして終わらない戦利品への渇望だけです。 * Wizardryの深み × ハクスラの中毒性 本作の真髄は、「キャラクタービルド」と「装備収集」にあります。豊富なクラス、スキル、そして装備品。これらを組み合わせる楽しさは、まさに『Wizardry』などの古典的名作に通じる奥深さがあります。「あと1回だけ戦闘してからやめよう」と思っているうちに数時間が溶けている、そんな恐ろしい時間泥棒(褒め言葉)です。 * 脳内設定が捗る! 驚異のカスタマイズ自由度 キャラへの愛着を深める上で最高なのが、「名前・性別・ポートレートをいつでも自由に変更できる」という点です。 作成時の一発勝負ではありません。「このキャラはやっぱり女性にしよう」「もっと強そうな顔グラ(ポートレート)に変えよう」といった変更が、ゲーム中いつでも可能です。自作画像の取り込みも容易で、システムに縛られることなく「自分だけの妄想パーティ」を完璧に再現できます。 * 次回作にはない魅力! 戦略的な「傭兵団運営」 実は、同シリーズの次回作(アーリーアクセス)は原点回帰し、シンプルなダンジョン探索のみに戻っています。だからこそ、今あえて本作『Godfall』を推したいのです。本作には、単なるダンジョン潜りにとどまらず、「傭兵団(ギルド)の運営」と「広大なワールドマップ」があります。拠点を拡張し、世界に影響力を広げていく感覚は、本作ならではの醍醐味。「冒険者たちを束ねる指揮官」として組織を大きくしていく、経営シム的な面白さは本作でしか味わえません。 * ローグライト疲れに効く「積み上げ型」RPG 昨今は「死んだら終わり」のローグライクやローグライトが溢れていますが、本作は違います。パーマデス(キャラロスト)は強制されません。育てたキャラクター、集めた装備、拡張した拠点は確実に積み上がっていきます。「努力が無に帰すストレス」から解放され、じっくりと腰を据えて最強の部隊を作り上げることができます。 * "おっさんゲーマー"に優しい、究極の快適設計 アクション要素が一切ない完全ターン制バトルは、コーヒー片手にじっくり思考を巡らせるのに最適です。シンボルエンカウント: 無駄な戦闘を避け、戦う相手を選べる戦略性。マッピング不要: オートマッピング完備。脱出ワンクリック: 「そろそろ帰ろうかな」と思ったら即帰還。ダンジョン探索の「面倒くさい部分」が徹底的に排除されており、美味しいところだけを味わえます。 * 今こそ遊ぶべき理由:日本語化の充実 そして最大の朗報は、最近の有志による日本語化パッチの強化です。かつて言語の壁で敬遠していた方も、今ならストーリーやスキルの詳細を母国語で理解しながらプレイできます。敷居は劇的に下がりました。 総評:シリーズの中でも際立つ「隠れた名作」 最新の3Dグラフィックも、派手なアクションもありません。しかし、ここにはRPGというジャンルが本来持っていた「育成の喜び」と「戦術の快感」が凝縮されています。シンプルなダンジョン探索だけでは物足りない方、自分だけの最強ギルドを作り上げたい方へ。シリーズの中でも特に野心的な『Monsters' Den: Godfall』をお勧めします。
Great Game... As a person that prefers RPG's - This game hits the spot. While I would not consider this a Full Fledged RPG - it mixes both Tactical and RPG together in a good way. :) However, I have experienced random crashes after long play times. Seems like this problem is not just related to me... but others as well.
Quality dungeon crawler, great value for money.
This game is a copy paste of the others with an overworld the diffculty scaling a common issue in there games is poor at best
Players by region
Where this game's players are, estimated from review languages.
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