
Dungeon Divers is a dungeon-themed roguelike puzzle game about clearing derelict dungeons. As the newest employee of Dungeon Divers Inc., you must advance through multiple levels, use your wits, and tools you acquire along the way to get to the core to defuse it and bring home the cash.
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About
It's your first day on the job as the newest employee of Dungeon Divers Incorporated. You are tasked with clearing out derelict dungeons to make it safe for adventurers. Armed with your wits and some trusty items clear out all of the booby traps in this roguelike Minesweeper inspired puzzle game.
With nearly a dozen different types of rooms to disarm each with their own conditions, quirks, and logic to solve what starts off as a simple task will become increasingly complex and difficult to decipher. Choose carefully as you only have a finite number of tries before your mission is deemed a failure.
As you progress through the dungeon you're clearing, objects of power may be uncovered to assist in your journey. Some simply help you survive mistakes, other may grant you the ability to uncover vital clues for your efforts, and some grant you extra riches. Choose wisely as you can only carry so many artifacts at once.
No two dungeons share the same layout. Procedural generation means that every delve is different providing countless hours of entertainment as you clear level after level.
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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, Russian, Japanese, Simplified Chinese, German, Portuguese - Brazil, Spanish - Spain
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
great game
As someone who likes Minesweeper and roguelikes, this is a goated puzzle game. It takes the minigame of finding secret rooms in The Binding of Isaac and extrapolates that concept into the moon. I've 100% this game, and I'm going to do the same on the mobile version as well. It's difficult, but fair 95% of the time. Typically when a situation seems impossible to deduce, it's due to an oversight or a misunderstanding of the rules. The fortunate part is that due to the roguelike elements, you can usually utilize your items in order to deal with scenarios that may not seem clear or fair. There's a multitude of different modes and challenges to alter the experience, some more difficult than others. The added challenge is enjoyable in my opinion. My largest gripe with the game (which isn't a major problem), is that a couple of the item synergies don't get the time to scale in a way that you would fantasize for them to. For example if you have the Pocket Safe which allows you to hold more money and the Golden Monocle which allows you to make more money. Usually by the time you get a synergy like this that can give you tons of money, it's too late in the run where there are no more shops. Maybe just one final shop, and then you buy out the entire shop and still have more money you could've spent. All in all, it's inexpensive, it's genuinely challenging, and there's a lot to learn. Also the dev is very receptive to feedback and very helpful even a year+ after launch. It's clear to see this is a game they truly care about so it's worth it just to support them.
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Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Desde que emepecé a jugarlo concuentro todas las salas secretas del Isaac incluso antes de que cargue el nivel
I really wanted to like this game, and it has potential, but a lot about it just gets in the way. This seemed like a Riff on Minesweeper and it kinda is, but lacks the qualities that make Minesweeper really satisfying. Most of the secret rooms/mines you're looking for involve counting tiles and comparing. This gets mind numbing quite quickly on large maps. My gameplay rapidly shifted from trying to deduce logically to clicking based on vibes, because all the granular busywork simply doesn't feel rewarding. Add to this the angel and devil rooms that ask you to mentally picture a rectangle between certain locations along the lines of which those rooms could be placed. Except on large maps there can be like 8 of these, and you have to juggle them your head. You could do that, but lucky guesses are "good enough" so that it doesn't seem worth it to bother. That also quickly devolves into the game feeling random more than anything else. The real worst offenders are Black Markets and Outsider rooms though. Counting tiles is tedious, but at least I know exactly what to do. These rooms, however, are based on distance in a straight line, regardless of tile layout. So basically you'd need to place a ruler on your screen to properly work on those, which according to forum posts some people actually do, but that's where I draw a line. You quickly get to a point where you have to find the room based on 10+ of those lines too. So, yet again, you resort to eyeballing, at which point this becomes the world's least dopamine-releasing slot machine. Now of course it's not actually random, you can usually make a decently educated guess just from eyeballing the board, but we're long past the point where this is in essence similar to the fun you get from Minesweeper, and that's not because it's something else but equally satisfying. Even on the biggest boards, Minesweeper is a lot of small logic puzzles in a row, that you get faster and better at as you recognize patterns and rules of thumb. Here, a big board is a monumental task at first because you're looking for something that fulfills condition X across all the tiles, and getting there is busywork. Generation is supposed to have been tweaked to rarely present you with 50/50s, but I still encountered more than one such case during my time, which really shouldn't be the case. There are websites that will generate purely logically solvable Minesweeper for you and while I don't think they're infallible, it works much better than this game. The roguelike aspect isn't much to write home about either. It's mostly about getting more or healing HP and getting some extra clues/free guesses. I'm sure there are more exciting unlockable items down the line but even within one hour I mostly saw repeats. Still, whenever random bombs would give me locations of particularly annoying rooms, my reaction was "thank GOD I don't have to bother with those anymore" which is probably a bad sign for a game that consists entirely of such puzzles. Ever since Dragonweeper (which is fantastic) I'm looking for games that further the Minesweeper formula and the Isaac rooms are a cool direction to go. With some better tools that eliminate some of the busywork, a better UI and controls (why is panning the camera just on the mouse button that also places marks on the map? Just let me use WASD!), less guessing and no goddman straight line distances there could be something here. I might return to this from time to time just to try and maybe see more of its good side. But getting into it it was rough, and I was quickly more annoyed than anything else. Maybe it gets better when you're more practiced at eyeballing, but right now, I'm not willing to find out.
Ce jeu est assez riche et pas si simple, je continuerai d'y jouer !
A bit boring and after finishing the campaign - I don't really want to play more. But - it's one of the best reinterpretations I've played.
Wow. I don't get how this one flew under my radar when it came out. Procedurally generated space-reasoning puzzles inside ever-shifting dungeons? If you're the kind of geek who finds the concept even minimally intriguing, don't pass this one up, because this game was made for you. Think of it as combining Desktop Dungeons, DROD, and Minesweeper in an elegant, fast-paced, no-fluff roguelike. This is Dungeon Divers. Both an exhilarating and relaxing treat of a mind-wrecker that will test your understanding of written rules, your ability to deduce unwritten ones, your visual attention, and your logical reasoning. And yeah, I already have the mobile app. I'm absolutely that kind of geek.
Is a lot deeper than you would think based on the concept
very fun and simple puzzle game / roguelike
For a game that is about logic and puzzles, it really is annoying when the spawns of the rooms are not following the rules that are set for them. A half-recommendation, mostly leaning towards not recommending the game until this is fixed. Edit to add: Example https://steamcommunity.com/sharedfiles/filedetails/?id=3403938424 --- Update June 10th 2025: - The patch notes say this has been fixed. I haven't tested it yet, but great to see the dev is working on it. I'm changing the review to recommend and will only change it back if something bad happens.
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