
Combining Roguelite, Action RPG, and Tower Defense gameplay into a crazy free-for-all, where it’s you and up to three friends versus hordes of enemies. Select your hero, survive the waves of foes, unlock new weapons and runes, and take on the bosses that await you!
Modeled estimate, not a reported figure. How we estimate →
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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**languages with full audio support
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
Dungeon Defenders: Going Rogue represents a bold and experimental shift for the long-running Dungeon Defenders franchise, reimagining its familiar tower defense roots through the lens of a roguelite action experience. Rather than focusing on extended map defense sessions built around carefully planned fortifications, this entry emphasizes shorter, self-contained runs where improvisation and adaptability take center stage. Players step into the role of iconic heroes from the series and embark on procedurally structured adventures, moving from one combat arena to the next while defending Eternia Crystals against relentless enemy waves. This change in structure immediately sets the tone for a faster, more arcade-like experience that favors momentum and experimentation over meticulous long-term planning. The core gameplay blends real-time combat with streamlined defensive mechanics. Heroes actively engage enemies using weapons, abilities, and movement skills, while defenses are deployed in a more temporary and tactical manner than in previous entries. Instead of building elaborate kill zones and slowly upgrading them over long matches, players must decide when and where to place limited defenses that often serve as short-term tools rather than permanent solutions. This creates a constant tension between offense and defense, encouraging players to stay mobile and react to threats as they emerge. Each run introduces randomized elements such as loot, talents, and modifiers, allowing builds to evolve in unexpected ways and giving each attempt a distinct rhythm and challenge. Progression is structured around the roguelite philosophy of repeated runs and incremental unlocks. While individual runs end in success or failure, players gradually unlock new heroes, weapons, and upgrade paths that expand future options. This sense of long-term growth helps offset the inevitable setbacks that come with the genre, giving players reasons to keep experimenting even after a failed attempt. However, the depth of this progression system can feel uneven, as some upgrades significantly alter gameplay while others offer more subtle or situational benefits. This imbalance can make certain runs feel far more rewarding than others, depending on how luck and choices align. Multiplayer plays a significant role in shaping the experience. Designed to support cooperative play, Going Rogue often shines brightest when tackled with friends. Coordinating hero abilities, sharing resources, and reacting together to chaotic enemy waves adds a layer of strategy and excitement that can be harder to achieve in solo play. In cooperative sessions, the game’s faster pace and reactive design feel more natural, as players can divide responsibilities and recover from mistakes more effectively. Solo players may still find enjoyment, but the challenge curve can feel steeper and more punishing without the safety net of teamwork. Presentation-wise, the game retains the colorful, stylized aesthetic that has defined the series, with familiar enemy designs and environments that reinforce its identity within the Dungeon Defenders universe. Visual clarity is generally solid during smaller encounters, though larger battles can become visually cluttered as effects, enemies, and defenses overlap. Sound design and music complement the action without drawing too much attention to themselves, reinforcing the energetic pace without becoming overwhelming. While the game is technically competent, it lacks the sense of polish and refinement that might elevate it above its genre peers. Overall, Dungeon Defenders: Going Rogue is a creative but divisive entry that prioritizes experimentation over tradition. Its fusion of tower defense concepts with roguelite structure results in an experience that feels fresh and energetic, yet occasionally unfocused. Players who enjoy fast-paced action, procedural variety, and cooperative play will likely find moments of genuine fun and replayability. However, fans seeking the deeper strategic planning and long-form defenses of earlier Dungeon Defenders titles may find this spin-off less satisfying. In the end, Going Rogue stands as an interesting detour for the franchise—one filled with promising ideas that resonate most strongly with players open to change and willing to embrace its more unpredictable nature. Rating: 5/10
Fun but never get updates
As a dungeon defenders tower defense game Terrible. Good thing it's not a tower defense game, just using the world as one, and has some tower defense spell like abilities. As a roguelite, it's pretty good though, definitely hard at times on normal, and hard is actually hard. It needs some fixes like giving confirmation that you want to continue if you forget to get the chest, and the ability to sell stuff you drop at the void before boss fights. I am a huge fan of the dungeon defender tower defense games. I also love me some roguelite. While the combination could have been better, it's pretty good. Definitely worth giving it a shot, may be a gem you come back to.
This game literally doesnt work, if you play with more than two people you crash nonstop and the team abandoned this why does steam allow companies to do this so often like chromatic games.
Honestly.... it could've been a good game, if it wasn't a cash grab i think at the time dd2 was dying, dda was pretty bad since it had first dropped. I don't recommend it unless its $5 but even then the replayability is low. i really hope they come back and keep constant updates. Till then i will keep this negative. If i could refund i would've but me and my friend bought it thinking they where gonna keep constant updates so we played more than 2 hours. Look up "Far Far West" This looks very promising.
wtf happened with the relaxing and tactical tower defense game? this is utter crap. - towers are temporary skills and disappear nearly instantly - maps are ridiculousy small - all items and trinkets are only for the current run 2/10
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can't play 4 player, crashes alot and kicks out the other 3 its a shame because it would be fun otherwise.
Yes.
Games fun and easier to play alone than normal dungeon defenders my only issue is with the lack of customization with the characters
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Trends
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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