
Built by a mad baron to bring notoriety to his town, only the brave or foolish would dare to enter Deathtrap Dungeon. Fabulous riches await the victor. Many adventurers have tried - none have come out alive… As Red Lotus, the alluring assassin, or Chaindog, the savage warrior, you must battle your way to the heart of the dungeon and slay...
Modeled estimate, not a reported figure. How we estimate →
About
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
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Works just fine on my 2024 computer (which is more than I can say for a lot of games from this era that are here on Steam) BUT this has absolutely the least player-friendly control scheme that I have ever encountered.
Deathtrap Dungeon was the first game I wishlisted on Steam over a decade ago, and despite numerous sales, I only recently got my hands on it. The game works well on the Steam Deck, but be sure to configure your controls to play it properly. I believe there are some templates available for download, but I had to reconfigure them a bit for myself. As for the game itself, it's one of those difficult games where any kind of progress you make, even just killing a single enemy or moving to another room, can be considered a huge success. Not necessarily because of the controls, which are only hard to grasp if you've never played games with tank controls. It's no more difficult than playing classic Tomb Raider or Resident Evil games. If you don't mind the outdated visuals and want to play something that will test your skills, give this game a try. You'll die a lot in this game, but that's part of the fun.
It simply doesn't work. I do wish that, at the very least; they would do a remaster of this game.
Deathtrap Dungeon is a harsh, atmospheric third-person action adventure that embodies the unforgiving design philosophy of late-1990s dungeon crawlers. Originally developed by Asylum Studios and released on PC under the Square Enix catalogue on Steam, the game is a digital adaptation of Ian Livingstone’s classic Fighting Fantasy gamebook of the same name. Rather than modernizing its ideas, Deathtrap Dungeon embraces brutality, limited forgiveness, and constant danger, offering an experience that feels more like a gauntlet to be endured than a power fantasy to be mastered. The premise is deceptively simple but thematically strong. You enter the infamous dungeon constructed by Baron Sukumvit, a sadistic labyrinth designed to test warriors to their breaking point in pursuit of fame, fortune, and survival. Players choose between two distinct protagonists: the agile assassin Red Lotus or the hulking barbarian Chaindog. While both ultimately face the same trials, their different weapons and physical profiles subtly influence how combat and exploration feel, encouraging experimentation or replay for those willing to face the dungeon again. Exploration forms the backbone of the experience. Deathtrap Dungeon is structured as a series of interconnected chambers, corridors, and arenas filled with enemies, puzzles, and lethal traps. Progress is rarely straightforward, requiring players to search carefully for keys, levers, and hidden passages while remaining constantly alert to environmental hazards. Spike pits, collapsing floors, swinging blades, and ambushes are frequent, and the game takes clear pleasure in punishing careless movement. This constant threat creates an oppressive tension, where even quiet moments feel dangerous and every new room invites caution. Combat is grounded in melee-focused third-person action, with occasional ranged tools and magic to supplement close-quarters fighting. Encounters range from simple fodder enemies to more dangerous monsters that demand positioning and timing. While the variety of enemies helps keep combat from becoming entirely monotonous, the mechanics themselves are undeniably stiff. Attacks can feel sluggish, hit detection inconsistent, and enemy behavior unpredictable. Success often comes less from precision and more from persistence, pattern recognition, and learning when to retreat rather than push forward. One of the most frequently discussed aspects of Deathtrap Dungeon is its camera and control scheme. Camera angles can shift abruptly, sometimes obscuring threats or making platforming and combat more difficult than intended. Combined with tank-like movement and limited responsiveness, this can lead to moments of frustration that feel earned less by enemy design and more by mechanical awkwardness. For modern players, this is often the biggest barrier to enjoyment, though for those familiar with the era’s design conventions, it is an expected part of the experience. Visually, the game is steeped in dark fantasy atmosphere. Stone corridors, torch-lit halls, grotesque enemies, and cavernous chambers create a consistent sense of dread and decay. While the textures and models are clearly dated, the overall mood holds up thanks to strong environmental theming and lighting choices. The dungeon feels oppressive and hostile, reinforcing the idea that it exists solely to kill those who enter. Sound design supports this tone with echoing footsteps, creature growls, and metallic trap noises that heighten tension even when little is happening on screen. Puzzles and environmental challenges provide occasional breaks from combat, though their quality varies. Some puzzles reward observation and experimentation, while others feel opaque or trial-and-error driven. Because the game offers minimal guidance, players are often left to deduce solutions through repeated failure. This approach reinforces the dungeon’s cruelty, but it can also test patience, especially when progress is blocked by a single missed interaction or poorly telegraphed mechanic. What gives Deathtrap Dungeon its enduring cult appeal is its sense of danger and commitment to consequence. Death is frequent and often sudden, and the game makes little effort to soften its impact. Victory feels earned precisely because the dungeon is so hostile, and surviving a difficult section can feel genuinely satisfying. However, this same design philosophy means the game has little tolerance for experimentation or casual play, demanding focus and resilience from start to finish. On Steam, reception reflects this divide. Players approaching the game as a historical artifact or nostalgic return to late-1990s design often appreciate its atmosphere and challenge, while newcomers expecting smoother controls or modern quality-of-life features frequently bounce off its rough edges. Deathtrap Dungeon does not adapt itself to contemporary sensibilities; instead, it asks players to adapt to it. Ultimately, Deathtrap Dungeon is a product of its time that wears its flaws openly alongside its strengths. It is harsh, awkward, and frequently frustrating, yet also memorable, atmospheric, and unapologetically committed to its identity. For players with an interest in retro action adventures, classic dungeon crawlers, or the legacy of Fighting Fantasy, it offers a demanding journey through a world where survival is never guaranteed and victory is hard-won. Rating: 5/10
First game I've come across where the attack command is binded to CAPS LOCK by default.
Can't start the campaign without it crashing every time... Love this game on ps1, sad i cant play it on steam, everything about the pc version is garbage and all the reviews are true and right its sad.. Went on sale for 1$ so i thought okay whatever happens ill deal with the bs.. like the music loop, & super bad key binding controls. The worst controls i ever seen lol dont waste your money.
98 model bir aksiyon oyunu nostalji için alınır sadece günümüz şartlarında sizi tatmin etmeyebilir
Released in '98, aged like fine milk
https://youtu.be/gVsZXPmcDmo Difficulty of controls will only be enhanced by the lower resolution and bespoke camera angles.
Pure nostalgia in zeros and ones.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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