
In this tactical combat & dungeon crawler mash-up, explore a massive dungeon, full of danger, mystery and secrets. Fight your way through hordes of enemies and powerful creatures, with your tank, healer & damage dealers party.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 3 → 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.
About

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 681reviews | 84% | — | $377.3K |
| $5.99−70% | 21ratings | 70% | — | 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.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Klasyka w nowoczesnym wydaniu. Bardzo dobra gra.
great game fun to figure out and getting the party the way you want it will be a challage
Ну что ж, это довольно продолжительный кролер и, сказать по правде, ему пошло бы на пользу будь он покороче. Это с учётом того, что, выкрутив сложность, можно увеличить время игры, наверное, в разы. Лично я прошел на слабацком втором с начала уровне, а в финале, сломив гордость, на самом позорном. А ведь ещё игра предлагает сначала найти карту для каждого уровня, проверяя насколько вы близки к безумию, рождённому блужданиями в лабиринтах(к счастью, можно отключить и отрисовывать карту по мере прохождения, как у нормальных людей). Но вещь определённо хорошая, система прокачки, заточенная на активные навыки, головоломки, секретные комнаты, зародыш сюжета, босс в конце каждого уровня, открытая концовка. Буду ждать другой работы разработчиков в этом жанре, но, судя по портфолио команды - можно и не ждать.
Media

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Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Polish, Hungarian, Italian, Czech, Spanish - Spain, Russian, Japanese, Portuguese - Brazil, Turkish
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Combat mechanics are way too clunky for technical fights.
un bon jeux de dongeon
This is really not a dungeon crawler for a fan of the action blobbers of yore like Dungeon Master or Eye of the Beholder, but more a cross between the grid-based turn-based games in the past like Wizardry 1-7 or Might and Magic 1-5 and WoW-like MMORPGs, which feel so jarringly out of place together. Battle feels almost turn-based, with pausing expected and queuing up abilities for each user, with a 6 second global cool down between each character's actions. I could not get it to feel right in the 90 minutes I played, it just infuriated me every time I had to interact with it. I tried using a more dance-like combat style that I'm familiar with, but that felt even more wrong because those cool downs still needed to happen, and actually timing anything was off. You don't ever tell your warrior to swing a weapon, for example... you initiate combat and wait as these cool downs occur and your characters attack in whatever order they happen to be going at. It was jarring back in Stonekeep when your RNPCs attacked like this but at least your MC attacked when you wanted, where you wanted, using whatever item or spell you chose right away. I don't think I can get along with the combat system, and it is a lot of the game. Also, whenever enemies were around, the game slowed way the heck down so I felt like we were suddenly in slow-mo mode or underwater or low-gravity or something. Again, jarring, not horrible at least. My team was expected to be a tank, a healer, and two DPSes... that's what the characters in the game even refer to themselves, terms ripped directly from World of Warcraft. This is immersion-breaking, and feels like I have almost no real agency in this regard. But the part that aggravated me the most was the FORCED movement wonkiness that happens a lot in this game. Your characters will regularly stop the game to turn and look at a thing and say something, which great, I get it, but every time it made me feel sick because my view is moving without my volition. I would have rather had arrows pointing at the point of interest (maybe that you could even click on to have it turn when you're READY for that kind of control to be wrested from you) instead of being forced to turn, though. It was thankfully brief most of the times it happened, but I felt quite sick after 90m because of this. I can play some very active FPSes just fine, but FORCING my view to move is a way to trigger motion-sickness for me really fast. At least it didn't do nearly constantly subtle head-shifting like the Vaporum games that made me nauseated in the first few minutes of those games... At least FotDG thankfully let me control head bob (OFF!) and even FoV, which was nice! The game also basically forces you to look at the ground to pick things up which also always makes me feel ill before long, but thank goodness there was a "pick up everything in your space" button so I didn't have to sick from that too.
A good dungeon crawling experience.
This is a worthy game. You gotta put some footwork in on it, but wth.
Прошел игру на сложности Воин. Норм Данж Кроулер, норм сложность, норм прокачка, в целом доволен.
A Dungeon Master-like with MMO-inspired combat that actually works surprisingly well, though it tends to get too busy for my taste. Combat offers a solid and unconventional challenge with some fun (again, MMO-inspired) boss fights to break things up. My main issue with this game is that it's just too long. Fifteen floors would have been about right; twenty is just too much. Cutting some of the less-memorable floors would have tightened it up. I also wish loot was better. All treasure is randomly generated, and there are so many stats and sub-stats (some of which feel redundant) that even top-tier items were rarely worth using.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.3M | 4.1K | 91% | $23.99 | |
| $35.1K | 361 | 77% | $4.79 | |
| $2.7M | 6.7K | 93% | $14.99 | |
| $487.9K | 3.4K | 66% | $5.99 | |
| $12.6K | 28 | 54% | $19.99 | |
| $2.5K | 8 | 88% | $11.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $377.3K | 8.6K | 98% | $2.99 | |
| $377.2K | 353 | 84% | $29.99 | |
| $377.4K | 596 | 81% | $19.99 | |
| $377.4K | 880 | 84% | $14.99 | |
| $377.4K | 3.8K | 73% | $4.99 | |
| $377.5K | 783 | 84% | $17.99 |