
A weird mix of block-placing puzzle and roguelike, where you build a dungeon and explore it at the same time! Defeat enemies, clear lines and collect loot. Explore the different dungeons, complete quests and try to survive as long as you can!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, French, Spanish - Spain, Japanese, Traditional Chinese, Ukrainian
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
As a Rogue like game, the reward system after each game is not enough. Unable to use mouse. Upgrade the level is not rewarding enough. Anyways, I hope this game can be better in the future.
「今までにない組み合わせ」というのは事実。ただしゲームとして面白いかといわれると微妙。 ターンを跨ぐ(=新たなブロックを落とす)と攻撃力はリセットされてしまう為、コンボを決めるには敵を十分にため込む必要があり、その割にはリターンは薄く爽快感はない。延々と堅実な立ち回りを要求される。 少なくとも自分向けではなかった。
Amazing game. Excellence in game design. The Survival Game Mode is one of the best thrill I had in a long time !
新感覚パズルゲーム! テトリスをプレイしながら積みあがったブロックの中を通路に見立ててローグライクを遊ぶという斬新なゲームです。 二つの既存のゲームジャンルを単純に合体させたように思うかもしれませんが、手触りはそのどちらとも違うユニークなものになっています。 まずテトリス部分ですが、ブロックは自動で落下せずプレイヤーの任意のタイミングで落とすことが可能なので、 本来求められる頭の回転の早さ、反射神経といったスキルはなくともじっくり考えて最善手を選ぶことができます。 そしてローグライク部分としても、アイテムのピックや装備・キャラの成長要素がほぼなく(レベルは上がりますが攻撃力は基本的に成長せず1のまま)、いかにダメージを受けずにモンスターを一撃で倒していくかという戦略を練るプレイングを常に求められるかたちになります(例:テトリスブロックを一気に消すと次の攻撃に限り消したライン分の数値が攻撃力に乗るなど)。 基本的なプレイ感覚はパズルゲームという感じです。 各ステージには「敵を10体倒す」などクリア条件が設定されており、それに加えて「被ダメージを3以下にする」「60歩以内にクリアする」などのチャレンジ条件も用意されているため、この条件をクリアしようとするとなかなかに歯ごたえがあって面白いです。まさにのーみそコネコネ。じっくり考えて解法を導きだしたときのすっきり感がとても心地よいです。 …と、ここまでがBlocky Dungeonの表の面…… 条件を満たすとアンロックされるおまけモード(エンドレスサバイバル)が…とにかくすごいです…… こちらのモード、基本ルールはそのままに時間経過とともにテトリスブロックはどんどん落ちてきますし、体力も約10秒に1ずつ減っていきます。まさに鬼 もちろん攻撃力は1ですし焦って迫りくる敵を殴っても殴り返されて死なのでじっくり…考える暇がない…! 頭の回転に自信のある方はぜひ一度プレイしてみてほしいです!(私は無理でした) そんなこんなでおすすめです。
テトリスとローグライクしきの戦闘が組み合わさったようなゲーム 永続強化はないのでローグライクではなくパズルゲームと思った方が良いです 理解するまでは難しいですが、コンボを決めたときが気持ち良いです!スルメゲーです。 ブロックを動かす操作とキャラクターを動かす操作がごっちゃになって失敗しまくります。やり直し機能がほしい!
「テトリス」+「RPG系ボードゲーム」の組み合わせ。 「難しい?」と感じた貴方、大正解。 ゲームパッドじゃまずムリなので、キーボード推奨。 (テトリスとボードゲーム双方動かさにゃならんため) テトリスの各パーツにイベントが設置されていて、 敵を倒すと時間制限が若干回復。 時間制限がくるとHP-1というシステム。 1ターンで動ける回数は決まってるので、 その回数中で「何ができるか/何を優先するか」表現する。 テトリス一列を任意で破壊すると攻撃力が上がる上、 どんな強敵でも落とせば倒せるっぽいので、 (ただし経験点や制限時間は稼げないっぽい) それらも駆使して生き残る事になる。 (敵にも相性があるらしく、稀に殴り合ってくれるので、 強敵のHPが減った所で漁夫の利が可能) 「これは楽しそうだ」と思って買った訳ではないので、 正直な所、「これすんげえ面白い!」とは言い切れないが、 「上手いことやってその場を切り抜けた」時は、 おー、なんか冒険してるなーって感じる気はする。 そんな感じなので、えらい人を選びそうな作品だとは思うが、 何とも説明しがたい感覚を得られる作品は他にないので、 ちょっと変わった作品で知恵熱出したい人にオススメする。 「テトリスの亜種」と買うならやめといた方がよさげ。 個人的には好きなタイプです。 欲を言えば、もーちょいのんびり遊べりゃあなあ…。 ■同日追記 UNITY制なのでPCファンがびゅんびゅん鳴ります。 マシンスペックにはくれぐれもご注意を。 ■(追記ここまで)
Blocky Dungeon is an inventive indie title that confidently blends two seemingly incompatible ideas—block-dropping puzzle mechanics and dungeon-crawling adventure—into a single, tightly woven experience. Developed and published by SquareAnon, the game doesn’t simply mash genres together for novelty; instead, it builds a thoughtful system where every action feeds directly into survival, exploration, and long-term decision-making. The result is a game that feels immediately familiar yet consistently surprising, especially as its systems begin to overlap in unexpected ways. At the center of the experience is the idea that the dungeon itself is not a static environment but something the player actively constructs in real time. Tetromino-like blocks fall into the playfield, and how they are placed determines the layout of corridors, walls, and open spaces through which the knight must travel. Unlike traditional dungeon crawlers where the challenge is navigating a predesigned space, Blocky Dungeon asks players to think spatially while also considering movement, enemy positions, and future block placements. Poorly planned drops can trap the knight, limit access to resources, or allow monsters to close in, while smart placement can create safe paths, chokepoints, or opportunities to eliminate enemies efficiently. Combat is inseparable from this spatial puzzle design. Enemies occupy tiles within the dungeon and advance as new blocks are placed, creating constant pressure with every decision. While direct combat is possible, the game encourages players to think creatively, using line clears to destroy monsters in bulk. However, relying too heavily on clearing lines introduces a curse mechanic that slowly drains the knight’s health, preventing this tactic from becoming a dominant strategy. This layered risk-reward system ensures that no single approach is always optimal, pushing players to adapt on the fly as the dungeon fills, clears, and reshapes itself. Stamina management further deepens the strategic layer. The knight’s movement consumes stamina, making every step a meaningful choice rather than a free action. This limitation forces players to plan efficient routes and consider when it’s worth moving toward loot, enemies, or exits. The interplay between stamina, block placement, and enemy behavior creates a constant low-level tension, where even small mistakes can compound into dangerous situations. Over time, new enemy types and increasing difficulty ensure that players must continuously refine their understanding of the game’s systems rather than relying on early habits. Progression in Blocky Dungeon is structured around objectives rather than a heavy narrative framework. Quests ask players to fulfill specific conditions—such as defeating certain enemies or clearing a set number of lines—which then unlock exits to progress further. This approach gives each run a sense of purpose without overwhelming the experience with story exposition. For those who prefer pure endurance challenges, an endless mode strips away structured goals and instead tests how long players can survive against escalating difficulty, making mastery of the mechanics the true reward. Visually, the game adopts a clean, chunky art style that emphasizes clarity and charm over detail. The blocky aesthetic fits naturally with the puzzle elements while still supporting the fantasy dungeon theme. Characters, enemies, and environments are easy to read at a glance, which is crucial given how quickly situations can change as blocks fall and lines clear. The presentation feels cohesive and purposeful, reinforcing the idea that this is a game built around systems rather than spectacle. Sound design and music play a subtle but effective supporting role. Audio cues help communicate enemy movement, successful line clears, and combat outcomes without distracting from the player’s focus. The soundtrack maintains a steady rhythm that complements the game’s thoughtful pacing, enhancing immersion without becoming repetitive or intrusive during longer sessions. What ultimately sets Blocky Dungeon apart is how naturally its hybrid design comes together. It never feels like a puzzle game awkwardly borrowing RPG elements or a dungeon crawler burdened by gimmicks. Instead, its mechanics are deeply interdependent, rewarding players who think several steps ahead and remain flexible under pressure. While it may lack the narrative depth or production scale of larger titles, it more than compensates with originality, coherence, and replayability. In the end, Blocky Dungeon stands as a strong example of how creative design can breathe new life into familiar genres. It appeals to players who enjoy strategic thinking, spatial puzzles, and roguelike tension, offering an experience that is easy to learn but difficult to master. By turning dungeon exploration into something you actively build—and rebuild—the game delivers a fresh, engaging loop that remains compelling well beyond the first few runs, earning its place as a standout indie experiment on Steam. Rating: 7/10
The game has a series of quests that takes maybe 6 hours to complete with 3 stars and an endless mode with a few variations. The quests are fun, but short. The game is fun, and definitely worth it while on sale, but unless there is a significant update, you probably aren't going to spend too much time on endless. The problem this game has is it becomes unplayable at the higher levels reached on endless mode. The basic mechanic of the game is to combo attacks on lower level enemies into higher level enemies. At a certain difficulty though, the enemies become too high to take on. At the time of this review, the game has been out for months and no one has gotten the Reach Level 50 achievements for the above reason. There's also a shop to buy skins with a currency that can only be earned in game. To get enough gold for the most expensive skin would take hundreds of hours of game play.
チュートリアルで、フリーズしちゃうんですけど……。
Une premisa bastante interesante y entretenida... puede llegar a ser un poco frustrarte
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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