
A strategic medieval market simulation game. Equip your dungeon with traps. Hunt down outcast warriors and earn mysterious chests. Upgrade the items you obtain and increase their value. Bargain with customers and earn promotions.
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About
Run your own mysterious shop as a cunning dwarf in the heart of the medieval world. But this isn't your average trading game! Set deadly traps to lure outcast warriors into your dungeons, defeat them to loot mystical chests, and hunt for rare items. The more strategic you are, the more mysterious chests you'll discover and fill your shop with legendary treasures.
Upgrade over 100 unique mysterious items, increase their value, and negotiate cleverly with customers in the market. Grow both your power and your profits with promotions, upgrade totems, and clever trading strategies. In this unique simulation that combines dungeons and trading, the winner isn't just the sharpest sword; it's the best wit!
Contact: darkrookinteractive@gmail.com
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain*, Simplified Chinese*, Portuguese - Brazil*, Traditional Chinese*, Japanese*, Korean*, Spanish - Latin America*, Polish*, Portuguese - Portugal* +4 more
Engagement
Hours played at review time, across 22 reviews with recorded playtime.
Reviews
For $10, you could buy a different simulator game and get more enjoyable time out of it. This game currently only has 3-4 hours of actual content, and then you're waiting on your mob farm to produce the boxes to either open and sell the gear, or open and upgrade gear to sell for an even bigger return. The "PVE" feature is a Vampire Survivors-like, card upgrade system that's incredibly dull. No weapon systems, no engaging upgrades that make you wanna keep grinding, and from what I could see, no rewards? The only thing it's really used for is passing time to farm up more loot boxes to sell in your shop; which, itself is incredibly limited currently. You get 3 stands (armor, weapons, totems), and then you can buy a store size upgrade with more rack space. That's it, nothing else. That said... even though it feels like a standalone, Roblox-like simulator, the game does look promising long-term. Definitely not a buy right now. Try the demo, and decide if that $10 is worth it for you.
Pros and Cons Pros Game runs great on Steam Deck! You can kill customers for being cheap! Looting in the dungeon is simple. Leveling up is super fast and less of a grind fest. Plenty of content for the price. Cons I only have a few PVE mode is kind of weak honestly think the game might be better without it. You can place items on the floor instead of shelves which can cause store clutter. Overall a solid 8.5/10. https://youtu.be/9DNSHu3T5gk?si=8UN804TeYOyj7fxI
I've played the game for a little bit and this is what I have to say about it and I hope the Devs read the comments and take what we say into consideration because this game has potential. I would recommend this to friends and others but probably only after they fix a few things. First off, the starting point is simple. I love that it guides you to what task is next. I love the idea of the dungeon that you kill monsters and get chests. The tables are simple to display merchandise and you make money fairly quickly if you grind just a little in the dungeon. Now for the issues and I hope they are taken into account, because I love this game. Love the idea behind it and I feel it could become popular. 1. I wish there was more instruction. It tells you four things and the rest you have to figure out yourself. 2. There is nothing that indicates what exactly to do about the combos. It mentions it a little in the guide but I don't know what I am supposed to do with that information beyond just accepting their money. 3. What are the coins at the checkout for? You are able to hit the back with the red X on it and proceed to click on the coins but what does that do? You are unable to click the coins to, I assume, negotiate price? Unfortunately, when you hit the bag with the Check mark on it, you just end up selling the item at the price that the customer wanted it at originally. 4. I wish there were upgrades to the traps. So that it does more damage to the monsters in the dungeon. 5. What is the bulletin board above the bed for? It has prices and what I assume are days with it. I thought it was a log of the money you made the day previous but even on the current day the amount changes every time you sell something. I'm not sure to its purpose. Those are just simply a few of the things I have noticed. I hope there could be an update so that it has more information in the guide to help you understand what a few of these things are and what you are to do with that information. Like I said, the game is fun and I love the idea of it. It could just use some polishing. I hope and look forward to the updates or fixes. At least for now, I'll put this one on the back burner. Not sure if I can go forward without knowing fully what I am doing and what some of those things are for. I believe that in the future, if any for all of these issues are fixed, I believe I would be more than happy to recommend this game to others, but as it stands, until those issues are fixed, I cannot recommend this at this time. I hope the Devs read this and take these points into consideration.
Interesting unpolished game. It has about 4 hours of gameplay. Very limited ways to play it. Scaling seems off as i can just farm in the dungeon for 8ish mins and get to level 50. Once you get to level 100 the balance of the magic trap is way overpowered. Big issue: If you upgrade your items to the max of level 12 they become game breaking as if you get over 1b dollars the interger counter fails and puts you into negative billions. This then makes it where you can no longer continue on this save as you cant spend your money and you cant gain money. The total counter also doesn't reset so you can never know where you are with your market after the first save. It is a pretty fun game with loot box mechanics without the paywall. The mini game rougelike feature does not matter and is not good, scaling falls off almost instantly, pickpocketing near the jester is also not useful or realistic as these adventurers have the gold to buy some millions gold of items but only have 200g to pick. Game also is an idler once you get your traps set up and sleepy death upgraded.
.ikim gibi oyun
[h2]游戏介绍 [/h2] 《Dungeon Market Simulator》(地牢市场模拟器)是由DarkRook Interactive制作的一款融合了地牢防守和轻度肉鸽玩法的第一人称模拟经营游戏,玩家作为一个狡猾的矮人,从贪婪的祖父手中买下了地牢中的一个冒险者商店,通过不断的获得新的装备道具卖给冒险者们,一步步将自己的小商店发展成地牢里装备最齐全的超级卖场。 [h2] 玩法简介[/h2] 与我们之前评测过的模拟器游戏不同,本作采用的并不是逼真的3D建模,而是采用类似MC的像素画风,因此整个游戏的画面显得有些粗糙。但是不要被游戏的外表迷惑,本作的玩法和游戏性却远超想象。 首先是模拟经营玩法,我们印象中的矮人都是自己打造装备售卖给冒险者,而本作中获取装备的方式极为独特。经营商店采用的是第一人称视角,与很多模拟器游戏一样,初期只有我们一个员工,因此事事都要亲力亲为,包括摆置货架,上架装备,给顾客结算,本作的结算还是蛮有趣的,玩家可以跟顾客讨价还价,然后在每一位顾客的头顶都有一个数字指示,当交易达成后指针在哪个数字上,玩家就能获得交易金额X数字的倍数收益,所以这游戏的赚钱还是蛮轻松的。 就像我上面提到的,这款游戏的装备获取不是玩家亲自打造,而是我们要去屠戮地牢里的各种魔物,好在魔物不会攻击我们,也不会冲进我们的店里,就是大马路上的小汽车一样,我们只要一顿输出就行,杀掉魔物会掉落各种宝箱,分为青铜,白银和黄金三个品质,可以开出随机的装备和武器,完全就像一个开盲盒游戏,我们就可以将开出的装备售卖给冒险者。 随着游戏的进行,我们赚到更多的钱,等级也因为杀魔物而提升,这个游戏中的很多物品都是卡等级,包括食物,水,各种地牢陷阱和商店装饰品,我们要努力提升等级才能购买这些,不然有钱也没地方花。 当我们等级达到要求后可以雇佣店员,帮我们收银和上架装备,而我们则可以专注于在地牢里设置各种极其夸张的陷阱,让魔物快速掉落箱子,我们就能在家里快乐的开盲盒玩了。 就像我在简介里说过的,本作包含了轻度肉鸽元素,在我们达到18级之后可以进入PVE副本,这里也是一个刷钱的好去处,这个副本里采用第三人称俯视角,玩家需要在魔物大军里尽可能在血量耗尽前杀掉更多敌人,有些有着肉鸽中常见的三选一成长体系,包括血量,暴击,攻击速度等等玩家可以选择,死掉也不会有什么惩罚,主打一个轻松休闲。 [h2]游玩感想 [/h2] 总而言之这款游戏的画面虽然粗糙一些,但是玩法比较有创意,通过击杀魔物掉落随机盲盒获取装备的设定非常有趣,虽然前期开荒需要我们亲自上阵杀敌,但是后期解锁陷阱后就是可以躺着开盲盒了还是蛮轻松的,而且肉鸽幸存者副本的加入增加了游戏的趣味性,也让模拟经营不那么枯燥,非常适合喜欢中世纪策略类型的模拟器玩家购入。 [quote]漫话漫谈,期待关注:[url=https://store.steampowered.com/curator/44551694/]写生漫话家[/url] ←节约宝贵时间,阅读省流测评~ 欢迎加入漫话家的大家庭:[url=https://steamcommunity.com/groups/14030826]写生漫话家[/url]←共同探讨游戏中的精彩片段,向玩家展现第九艺术的魅力~
Ну такое себе, за 4 часа неспешной игры закрыла на все ачивки. За 350р слишком мало контента, мало механик в игре, ожидала после демки чего-то большего, но отличий не заметила.
Oyun çok güzel konusu yaratıkları öldürüp onlardan ganimet toplayıp satış yapıyorsunuz ben beğendim arşivinizde bulunmasını tavsiye ederim... The game is great; the concept involves killing creatures, collecting loot from them, and selling it. I liked it and recommend adding it to your archive...
Dungeon Market Simulator is an inventive blend of management simulation and dungeon-building mechanics that puts players in the unusual role of a dwarf entrepreneur whose success depends on both commerce and cunning. Developed by DarkRook Interactive and published by DarkRook Interactive alongside PlayWay S.A., the game takes a familiar fantasy setting and approaches it from a refreshing angle. Rather than becoming the hero exploring dangerous caverns, players profit from those adventures by operating a thriving market fueled by treasures recovered from a deadly dungeon. The core gameplay revolves around maintaining two interconnected businesses. Beneath the surface lies a dungeon filled with traps and hazards designed to defeat reckless adventurers. Every successful encounter produces valuable loot, which is then transported to the market above. This creates a satisfying cycle of resource generation and commercial growth. The more effective the dungeon becomes, the more opportunities arise to expand inventory, improve merchandise, and attract customers willing to spend their gold on rare items. One of the game's strongest features is the way every system contributes to long-term progression. Dungeon construction is not merely a side activity but the foundation of the entire economy. Players must carefully consider trap placement, dungeon efficiency, and resource management to maximize rewards. At the same time, running the market requires attention to pricing, stock organization, customer satisfaction, and upgrades. The constant interaction between these mechanics keeps the experience engaging because improvements in one area naturally create benefits in another. The management aspects are particularly appealing for players who enjoy optimization. There is a rewarding sense of growth as a modest operation slowly develops into a profitable enterprise. Decisions regarding which items to sell, which upgrades to pursue, and how to allocate resources can significantly impact overall success. Instead of relying on action-heavy gameplay, Dungeon Market Simulator focuses on strategic planning and steady expansion, making every achievement feel earned. Visually, the game embraces a colorful fantasy atmosphere that complements its lighthearted concept. The medieval setting is filled with charm, and the idea of transforming defeated adventurers into a source of income adds a humorous twist to the traditional dungeon-crawling formula. Watching customers browse shelves stocked with treasures obtained from dangerous expeditions reinforces the game's unique identity and helps distinguish it from more conventional management simulators. The title may not appeal equally to all audiences. Players seeking fast-paced combat or constant action could find the deliberate pace somewhat slow. Much of the enjoyment comes from improving systems, managing resources, and watching carefully planned strategies produce results over time. However, for fans of tycoon games, economic simulators, and automation-focused experiences, this slower approach is likely to be one of the game's greatest strengths. What ultimately makes Dungeon Market Simulator stand out is its successful fusion of two genres that are rarely combined in such a cohesive manner. The dungeon serves as a production facility, while the marketplace acts as the engine that transforms resources into wealth. This relationship gives the game a sense of purpose and progression that remains engaging throughout the experience. Every upgrade feels meaningful because it contributes to a larger business ecosystem. Dungeon Market Simulator delivers a creative and enjoyable management experience built around a clever fantasy premise. Its combination of dungeon design, economic strategy, inventory management, and business expansion creates a gameplay loop that is both distinctive and rewarding. While the emphasis on planning and optimization may not suit everyone, players who appreciate simulation games with interconnected systems will find plenty to enjoy. It is a strong example of how familiar fantasy themes can be reimagined through the lens of entrepreneurship and strategic management. Rating: 5/10
全面的に推奨はできないけど、まぁ悪くはないかなぁ・・・という際どいゲームです。 1割引きで1000円強と考えると内容は薄い感じもしますが、6時間弱遊んだしなぁという塩梅の感想です。 なお、自分はお試しとかやっててだいぶ寄り道してたので、普通の人だと、6時間もあれば余裕で実績全解除できるゲームになっています。 ゲームシステムや世界観はなかなかに興味深くはなっているので、EAということもあり、今後に期待というゲームです。 基本はダンジョンという名の無限資源供給ベルトコンベア(コンベアは組立不要)で資源を獲得し、それを加工、または無加工で販売し、店の売り上げを上げていくゲームという感じです。 実績全解除観点で言うと、ショップレベルを上げるために、ショップで行動していくゲームと言って良いと思います。 [u][b][良かった点][/b][/u] ・資源稼ぎを罠を使ってMobを殺すという手段で自動化するという趣向はちょっと面白いと思いました。 ・ショップシムにありがちな、自動レジ、自動品出し機能があるんですが、それがそんなに早くないこともあり、また、そもそもNPCの買い手もそんなに迅速に買ってくれないこともあり、ガチで資源獲得すると余るので、それを活かす意味でも精錬(合成?)みたいな作業があるデザインは割とよかったと思います。博打要素でもあるので、バランスを見ながら止めどきを決めるのも良いゲーム要素です。 ・世界観として、なぜか武器防具屋の裏手がそのままダンジョンで、しかも資源(Mob)無限湧きで安全に資源が得られるという謎環境、そして冒険者はなぜかそのルート品を疑いもなく買っていくというのが面白いと思いました。 ・ローカライズはところどころ不完全ですがUIの範囲では支障ない程度でした。 ・クリアーまで止めずにプレイしましたが一度も落ちませんでした。 ・店の中の行動はいろんなもので軒並み経験値が入りレベリングできるんですが、店を出ると店のレベリングは一切できない切り分けはよくできていると思いました。これで、店内表示のレベルは、店レベルなんだなと理解しました。 [u][b][悪かった点][/b][/u] ・全般的に説明不足が多いです。これは良い点とは逆になるんですが、説明画面が1つだけあるんですが、そこがローカライズの問題もあるのか分かりにくいです。そしてだいぶ局所的にしか説明できていないように思いました。チュートリアル的なものが一切ないので、最初期にややゲーム経験とセンスが問われるかなと思います。 ・ダンジョンの資源獲得以外にPvEというのがあるんですが、これが未完成すぎて存在意義が謎すぎました。一見ヴァンサバライクかと思いきや、強化要素は次回以降も引き継ぎなため、おそらく5回もやればどうやっても死なないキャラが出来上がります。一応お金も手に入るんですが、Lv50くらいから急速にドロップがなくなっていき、Lv60を過ぎると1%未満くらいになる感じで大して稼げません。また、Lv50をすぎると急速にレベルアップもしなくなるため、ナニコレ?とおそらくなります。一応ポイントランキングがあるみたいなんですが、上記の通り死なないので、放置して電気代を無駄にしました世界ランクみたいになってます。 自分はLv80まで様子見してみましたが、レベルアップが遅くなる以外はほぼ変化がないようでしたので、そこでやめました。(自殺ボタンみたいなのがあります。)これがなかったら、全実績解放は4時間台だったかなぁと思います。 ・消耗と回復要素があるんですが、特にPvE用と思われる回復要素はすぐに空気になります。これは、上記の通りPvEではすぐに無敵になってしまうので、要らなくなるためです。この辺は今後に期待というところかと思います。 ・客を殺す意義が今のところ希薄です。客の払いの期待値みたいなのがあるんですが、これが低い奴の排除用か?とも思ってたんですが、先に書いている通り、元々買い手もそんなに頻度高くはこないので、殺すよりも、安くても売ってしまった方が今のところ効率いいと思います。 ・店を拡張する効果が今のところあまりないです。一応売り場が広い方が品出しを多くできるんですが、品出しNPCのみに任せるのであれば、デフォルトの広さでも間に合ってそうに見えます。このため、自分も全力で品出しまでやらん限りはあんまり意味がないように見えました。今のところEAなので、これは今後意味は出てくるかもれません。 ・資源獲得が対モンスター相手であり、ステータスで各属性にレジスト値が設定されており、そこはゲーム性としてオリジナリティもあって興味深い点ではあるんですが、あんまり活かせてない感じがしました。目に見えて抵抗値高い罠のダメージ値が減ることは減るんですが、レジスト値が極端でもないので、どれでもそこそこ削れてしまう感じに見えました。そのうち特定の罠には無敵とか出てくるかもしれませんし、現状は無抵抗のプレイヤーの攻撃にだけ無敵のMobとかも出てくるかもしれませんが、もうちょっと特徴があった方が面白かったかもしれません。罠がレベルで解放なので、初期罠には無敵のMobと弱点のMobが居るくらい極端な方が面白かったと思います。 ・NPCが遅いため、やや延々とワンオペ感強めなのが最後まで続き、おそらく作業感が強めに感じてしまいそうです。この辺は好みの問題もありますが、飽きがきそうな点です。これもあって「楽しいです!お勧め!」とは言えない感じです。買い手ももっとどんどん来て欲しいなと思いましたが、その遅さでバランスをとっているように見えます。全体に、もっと巻いた感じのゲームペースでないと、簡悔で時間稼ぎしているようにも見えてくるので、その点での微妙さがあります。要リバランスかなと思いました。 ・ピエロっぽいところ(大道芸かジャグリングみたいなもんかも?)でやれるギャンブルがあるんですが、存在が分かりにくい上に大して儲からないっぽいので、もっと極端に振ってもよいと感じました。
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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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