
The Dungeon Beneath is a tactical rogue-like autobattler. Gather your party and descend into the dungeon, battling your way through room after room of nefarious enemies. Collect powerful artifacts and equipment to create an endless variety of strategies.
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 4 → 0.43/day in the week after.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 30 → 0.14/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 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3]PT編成型ダンジョン攻略ローグライト![/h3] [list] [*]スレスパのカードをPT編成式に置き換えたようなゲームです。 [*]アセンション的な難易度上昇があり最終難易度EDまで40時間程。 [*]1ラン2~30分程でPTバトルの割に1戦毎のテンポも意外と良い。 [*]各ヒーローでラスボスに挑むだけでキャラ実績が取れて良心的。 [/list] [hr][/hr] 各ヒーローから1人選択しPTメンバーはダンジョン内でスカウト。 レリックや装備を集め、お金をどう使うか、どんな編成にするか… 試行錯誤がとても面白いゲームで情報入れずプレイがお勧めです。 各ランのラスボスがやたら強く高難易度は相当辛かったです。 かなり手応えのある難易度ですが価格の割にボリュームも満点! アプデで追加された新ダンジョンもありまだまだ遊べそうです。 このジャンルが好きな方にはめちゃオススメしたいゲームです!
Good game for playing only with the mouse, when you have a small baby in the other hand.
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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*, German*, Spanish - Spain*, Simplified Chinese*, Japanese*, Russian*, Spanish - Latin America**languages with full audio support
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
it's not half bad. In the realm of dungeon crawler roguelikes, this is basically what you'd wish for in terms of gameplay and overall fun. There's just a little problem... And that is, it's biased towards particular play styles. Let me give an example: A spectral hammer spawns in every round. It gets shield, so when it attacks, it doesn't de-spawn. This can essentially give you non-stop defense and offense in two rows at a time. Because no matter what it will absorb one attack. Now I tried a bunch of different playstyles. When I got dwarf summoner mage + human shielder fighter combo, I won both times. But before this? I was losing repeatedly. It was more effective than healer mage + heal buff fighter combinations. More effective than armor maxxing. And why do I bring up these? Because the entire strategy of every playstyle here, is basically to avoid receiving damage, instead of inflicting it. So the fact you have to use pawn summons is concerning, it means there's too much of a balance issue. The balancing issues don't stop there. Red shield is basically the only health item that's worth it, the others giving you debuffs and not enough health. Scrambling to match the reliable combo is not ideal for a game like this. Multiple different combinations should also work just as good, maybe not all of them, but you want variety.
Just not much gameplay, super overpriced.
This is another game that I recently rage-uninstalled for the same reason as always, once again it really feels like the devs don't play their own game. I don't know where to begin with this one. It starts out pretty fun, simple, and straight forward, but it doesn't really expand much beyond that. You unlock the pieces of a few more builds as you go, but the limits to what you can build and the dependency on RNG prevents you from ever fully realizing the intended combos that were put in place. An example of this would be a poison build where you might have some unit options with various poison-related effects such as: poison application, heal from poison, poison buffs, damage to poison enemies, activatable poison effects, ally buffs based on poison, etc. The problem is that you only really get 4 units to work with in a 2x3 grid. This means that you could get: poison application + efficient healing from poison, OR poison application + buffs from poisoned enemies, not all of the fun poison things at once, not even close. So instead of feeling like having multiple viable poison builds to choose from, you perpetually feel like you only get access to a partial build at any given time and you're just trying to make that work while constantly feeling like you're missing core pieces of your build no matter what since the game is so limiting. This feels like you should have twice as many units to work with and twice as much space, at least by the endgame, but it unfortunately never changes. To summarize, in any other game this would feel like having an armor set bonus for equipping 6 pieces of gear in the same set, but you can only equip 4 pieces..... and that's IF your RNG is perfect. There's a lot of difficulty spikes and crazy difficulty scaling through multiple layers of New Game +. The New Game + modes are similar to the typical roguelike "Ascension" modes where you take on basic penalties on new runs like; "enemies have +1 health" and "your units have -1 health". The problem is that this is a game where most of your units and enemy units start out with stats around 2/2 (2 attack and 2 health). So even with just a few of these modifies on (NG++), your 2/1 units now get wrecked by enemy 2/3 units. It goes up to "NG+++++" difficulty and by "NG++" Your units take twice as long to kill anything and get one-shotted by everything. It genuinely feels like the devs don't realize how impactful the math is here. It feels like they just said "oh we'll add a +1 bonus for the enemy, how bad could that be?", well if it's going from 2 to 3, then 50%.... That's a blatant 50% spike in difficulty from just one modifier and again it feels like the devs didn't recognize this at all. Even before NG+ your runs had narrow victory margins that relied heavily on RNG. All NG+ does is slim those margins further and make you somehow even more reliant on RNG to win. It simply isn't fun, specially when each boss just hard counters certain builds, lowering the strategic diversity even further in any given run. Across 3 acts there's a total of 39 floors and in the later difficulties you'll be frequently losing on like the 4th floor.....over an over again.... until you roll the dice just right and the RNG gods smile upon you..... in which case you then get steam rolled on floor 9 and consider yourself lucky to have made it that far. It's just not a fun process. Oh, and there's also blatant anti-fun mechanics like the boss's attack that targets your highest hp unit and sets it's hp to 1, effectively deleting your tank and removing max health builds from the game. It's just riddled with lazy, questionable, completely unbalanced game mechanics like this that just make you auto-lose the run. In short, I wouldn't recommend unless you can get it on sale for like 5$ AND want to play for <10 hours before the difficulty spikes too much. Because after that you're forced to pay close attention to the game's systems and you'll start realizing that they are not well balanced and not too well thought out... Almost like the devs don't really play their own game ;)
It is really fun and challenging
Delightful rogue squad builder. Some interesting lore and story (albeit minimal), with a good variety of characters and encounters. It nails the formula rather perfectly and has been a ton of fun with lots of replay value. Some small criticisms: It is really easy to miss the scaling difficulty increase on victory as you need to manually press a subtle arrow, I did several runs before realizing I needed to manually increase the difficulty. How to close the portal seems extremly unclear. I had assumed reaching the final difficulty would make that clear but it did not. I checked the update it was introduced in and it mentioned I needed to defeat each boss on the final difficulty first, so I did that, and a couple extra run, and still no clear path to closing the portal. Mysteries are fun and all, but this feels rather excessive. Balance seems slightly questionable, while I may just need to improve, so far my impression is: Anything is viable for the first few difficulties, and than your options greatly diminish as you progress, which is ultimately fine, but in the last difficulty or two I struggle to beat the big bosses with anything but undead. While there should be only a few optimal paths, undead seem to be the only one that are strong enough to consistently tackle the god bosses on the high difficulty.
First ever auto battler game i ever played. It was one of my first ever steam games i got on my account that i found while looking through my backlog. I was getting ready to give up on this game until i finally beat it. A whole 12 hours longer than its suppose to take apparently. I have no idea what i was doing wrong. The final boss just has an insane amount of health and i almost lost again but just barley pulled it out. Game was fun no doubt but wtf
Despite the simple appearance, this is an extremely solid game. Every aspect of the game feels well-tested and polished, from the ability designs to the item designs to the structure of floors in the dungeon as you gradually learn how to optimize your choices and benefits you can gain from each opportunity presented. For me, though, the biggest standout element is the design of the game's bosses. Unironically, this game has presented me with some of the most satisfying turn-based final boss encounters I've ever seen in almost four decades of gaming. Especially at the higher difficulties, the way the boss fights are set up in such a way to reward strategy and planning while neither instantly overwhelming you nor being a complete pushover is incredible. They have an ebb and flow, a give and take that really accentuates the beauty of turn-based design. Kudos to whoever is responsible for designing them; truly exemplary work. Also, yeah, to whoever is still reading this review: I do highly recommend the game. I had a lot of fun with it.
Simple and atractive, after NG +++ is perfect. Hidden gem for me Similiar to Time walker: dark world, Lastflame, Tale and tactics
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