
The Guard of Dungeon - This is the mad first-person shooter. The Unknown Alien Force (UAF) wants to enslave Our World. Only the Hero can save the Planet from UAF invaders.
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.
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 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Карлик в канализации против тараканов-мутантов... но благо это не платформер, а шутер и даже без грибов. Поэтому просто берём палку и стрелялку и идём прореживать ряды расплодившихся членистоногих.
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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 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
horrendous INCARNATE
Главный герой буквально проваливается сквозь землю и обнаруживает недружелюбно настроенных пришельцев. Предстоит пробиться через несколько локаций, кишащих разнообразными противниками. По мере продвижения арсенал будут пополнять новые модели оружия.
The dungeon medics have never been so determined
Interesting 1st person shooter
The Guard of Dungeon is a small-scale first-person shooter that embraces a deliberately old-fashioned approach to action. Developed by HeX and published by Laush Studio, the game places players in the role of a lone hero facing the Unknown Alien Force, an extraterrestrial organization attempting to enslave the world. The premise is intentionally uncomplicated and mainly exists to establish a reason for fighting through hostile locations packed with alien enemies and deadly obstacles. Instead of concentrating on elaborate storytelling or lengthy cinematics, the game quickly directs attention toward shooting, survival, and navigating hazardous environments. One of the game's most distinctive elements is the heavy use of environmental traps. Progress is not simply a matter of eliminating every enemy that appears. Players also have to watch for mechanisms capable of crushing, slicing, sawing, or otherwise killing anyone who moves carelessly through the dungeon. These hazards add an element of observation to the action and prevent the experience from becoming nothing more than straightforward corridor shooting. At its better moments, the combination of enemies and traps creates situations where positioning and awareness matter almost as much as accuracy. Combat follows the uncomplicated philosophy expected from an old-school shooter. The emphasis is on immediate action rather than complicated tactical systems, and the overall experience is designed to feel aggressive and unforgiving. Aliens, weapons, blood, and dangerous machinery form the foundation of the gameplay. Players who enjoy rough, arcade-like shooters may find the simplicity appealing because there is very little standing between them and the action. Those accustomed to modern shooters with refined gunplay, sophisticated enemy behavior, extensive customization, and polished presentation may find the mechanics considerably more limited. Character development provides some additional structure through three ability progression paths. Although this system is not particularly elaborate, it gives players something to work toward while moving through the campaign. Improving abilities helps establish a sense of advancement that complements the combat encounters. The limited scope of the progression also fits the overall length of the game. The Steam description presents roughly two hours of gameplay, making this a notably short FPS rather than a substantial campaign intended to occupy players for many evenings. That brief duration can work either for or against the game depending on expectations. The Guard of Dungeon wastes relatively little time and delivers its central ideas without filling the experience with unnecessary content. Players wanting a quick action game may appreciate this directness. However, the limited runtime also means that its concepts do not have much opportunity to develop. The campaign can feel more like an extended arcade challenge than a fully realized FPS adventure, particularly for players looking for diverse locations, extensive weapon development, elaborate encounters, or a memorable narrative. The story itself remains firmly secondary to the action. Introductory and concluding videos provide some narrative framing, but the conflict with the Unknown Alien Force primarily functions as background motivation. There is little indication that the game is trying to deliver complicated characters or extensive world-building. Its aliens and dungeon setting instead create an exaggerated science-fiction framework for the shooting and traps. This simplicity is consistent with the project's old-school ambitions, although it inevitably limits the emotional impact of the campaign. Presentation is similarly modest but possesses some personality. The game emphasizes that its models, music, and code were specifically created for the project. Hard rock music accompanies the violent action and suits the aggressive atmosphere particularly well. Combining loud music with alien enemies, gore, firearms, and lethal machinery creates an intentionally excessive tone reminiscent of straightforward action games from an earlier period. The graphics are noticeably less refined than those of larger FPS productions, but visual sophistication is clearly not the game's primary objective. Violence and gore are significant parts of the experience. Enemies are not the only source of brutality, as the numerous environmental traps reinforce the game's fascination with dangerous and sometimes gruesome deaths. This makes the atmosphere more intense despite the relatively simple technical presentation. Players sensitive to graphic violence should be aware that violent content is fundamental to the game's identity rather than an occasional feature. There are also secondary incentives for players interested in completing additional objectives. The game includes Steam achievements, with challenges connected to combat accomplishments such as performing headshots and defeating particular opponents. Steam Trading Cards provide another small collectible element. These additions cannot completely compensate for the short campaign, but they give completion-focused players a reason to pay closer attention to how they approach combat or potentially revisit the game after reaching the ending. The Guard of Dungeon ultimately feels like a deliberately compact and rough indie FPS rather than an attempt to compete with major shooters. Its greatest strengths come from its straightforward action, dangerous environmental traps, energetic hard rock soundtrack, and willingness to embrace an uncomplicated old-school identity. Its weaknesses are equally apparent: the campaign is short, the presentation is dated, the gameplay systems have limited depth, and the basic narrative provides little lasting impact. Much of its appeal therefore depends on whether the player enjoys inexpensive, eccentric shooters that prioritize immediate action over refinement. As a complete package, The Guard of Dungeon offers enough unusual personality to avoid feeling entirely generic, particularly because of its trap-heavy environments and combination of science-fiction enemies with dungeon-like hazards. It is unlikely to satisfy someone searching for a deep or highly polished FPS, but it can provide a brief diversion for players who appreciate challenging, violent, independently developed shooters. Considering its entertaining environmental hazards, direct combat, progression elements and energetic atmosphere alongside its limited length, rough execution and lack of substantial depth. Rating: 6/10
Карлик в канализации против тараканов-мутантов... но благо это не платформер, а шутер и даже без грибов. Поэтому просто берём палку и стрелялку и идём прореживать ряды расплодившихся членистоногих.
An interesting little indie title with a few unique enemy types, some of which seem inspired by games like Serious Sam, Half-Life, or Alien. The game is divided into five sections, each relatively short, where you’ll need to kill all the enemies, find keys, and eventually face off with a boss. The boss can be tough if you don’t know its mechanics, but once you figure it out, it becomes much easier. While the level design could use some improvement—especially since some sections repeat—it’s still decent for an indie game. Chapter 4 stands out with its trap challenges involving four buttons. Overall, it’s a fun experience, especially for achievement hunters looking for something to complete.
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Players by region
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