
Super Dungeon® Tactics is a classic turn-based game featuring exciting, new gameplay mechanics. Along with traditional RPG characters making you feel right at home, the dynamic gameplay will keep you on your toes.
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 113reviews | 77% | — | $31.3K |
| $9.99 | 48ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
the game it's self isn't bad outside feeling like a mobile port but the controls are awful. i will sometimes swap to the keyboard or controller controls because doing a task is to hard to do with the control setup i'm currently using. 5/10
Recommended for fans of tactics and RPG-lite games, as well as those who enjoy a casual D&D experience. +Fun tactical battles +Visuals/art style and sound +Good camera/perspective control +Good balance and difficulty options +Good variety of characters/classes +Variety of weapons/armor/items/dice -Few keyboard shortcuts, no rebinding, limited options -No character creation or customization but name -No voiced dialogue -Mobile-style UI, drag-to-move instead of click -Story favors text/"tell" over "show" -Some items are unequipped every mission
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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
| $9.99 |
| 27ratings |
| 70% |
| — |
| not modelled |
| $9.99 | — | — | — | not modelled |
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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I think this is an otherwise pretty decent game, but it's marred by too many little bad decisions. Overall I was liking it pretty decently, but then I encountered a roadblock with this little 'shield' buff that you can get. It reduced the damage you take by 1 per each shield for every single attack. Ok I don't know who's bright idea this was, but it literally ruined the game for me. It created too many situations where an enemy would get 2+ of them and you literally couldn't kill him because he'd often have too much temporary health and the only one who could punch through the shields couldn't also punch through the temporary health. It's just too anemic. What a poor design choice. Like seriously, the shields are too strong. Why not make it so each attack removes a single shield? This would've made the rogue esq character a lot better. It also means that if you want to actually do any kind of damage later on you need to stack high damage single hits. It's a really poorly thought out system that ultimately led to this negative review. At this point I really don't feel like going back to the game. That shield crap alone makes me never want to play the game again.
Super Dungeon Tactics is a great little gem! I normally despise games with dice, but SDT is an example of dice done right! Every turn, the dice are rolled, and you choose which characters to assign them to. Thus, each turn offers compelling decisions right from the start: like do I give the blue die to Snapjaw and send him into the middle of a hoard to retaliate every hit he takes with some amazing damage, or do I give that blue gem to my cleric and gather my party around her so that she can heal everyone at turn’s end? Early on, I didn’t realize when it’s your turn (based upon the initiative bar), you can move any of your characters that hasn’t already gone that turn, rather than the highlighted default character. Probably missed it in the tutorial, but this made a big difference to my gameplay from midgame on. So many turns are packed with small decisions, which manages to strike just the right balance between interesting choices and analysis paralysis. That being said, a few things could be better. Once you complete a mission, you go back to the Guild Hall and assign your loot from the previous mission. The problem I had was, once you’ve accumulated a number of items, you spend your time sorting through the stuff you don’t want to determine what you do. And each character class has a slightly different version of what items they see, and how those items work for them. Sounds good on paper, but there needs to be a better way to assign useful items (and perhaps sell the items you don’t want) to remove some of the clutter. I would also have liked some indication of how many chapters there were before game’s end. Are there a dozen chapters, or 300? Hard to tell while you’re playing. The loot progression was fairly good, until about the last quarter of the game, where I felt I’d exhausted everything I wanted. And what’s up with seeing multiple health potions (like four groups of 9), but only being able to assign one of them? Something’s not right there. Finally, the story and music are okay, but not my cup of tea. But the core mechanics are a blast! I wish, after you finished the campaign, there was a random encounter/map generator that allowed you to keep progressing outside the storyline. I wasn’t quite ready to leave my favorite characters when the game ended. Overall, a well-executed turn-based battle system, forcing players to balance many great decisions at every turn. Huzzah!
I've loved the board game Super Dungeon Explore for many years now, with some rules modifications. This game doesn't really capture that same feel but it's still a pretty good "tactics" game. The artwork, graphics, storyline, and characters are nicely done and very charming. The difficulty ramps up fairly quickly but you can adjust the difficulty level for each mission. If your a fan of games like Final Fantasy Tactics, you should give this one a shot.
I have played through this game twice. I took a break and am considering playing again through on a harder difficulty. I love the strategy involved. The upgrading of characters through equipment makes the game fun, and I enjoy the challenges of each level. I wish more content was available, but I will continue to enjoy this game for years to come.
This is a pretty good SRPG game. At first glance it may seem like something ported from a mobile game, and maybe it is, but it's surprisingly deep. Lots of items, character customization and different missions. It also has.. I think 6 or 8 difficulties per mission, with the harder ones giving better items. Gives you that Diablo vibe of "UPGRADE UPGRADE UPGRADE." Also you can kit out your team to hit specific weaknesses. Anyways, +1 for the price, especially.
A nice little Dungeon Crawler for me to pass time, the art is a little iffy and simple but the gameplay is satisfying, it is enjoyable for what its worth.
An interesting turn based rpg with dice battle mechanics, but definitely could do with more polish on some other mechanics and overall further improvements.
This is a really great game. It is fun and there is a board game
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