
Buy and sell weapons, armour, potions and more to grow your humble shop. Hire adventurers and send them into the dungeon to collect loot for you. You've got a debt to pay to the king and in order to pay it, you're going to have to buy low, sell high and hope your hired heroes make it out alive.
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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 38 reviews with recorded playtime.
Reviews
It's an interesting setup, but as it stands, it's more of a proof of concept. You experience everything the game has to offer in the first hour and after that it's a runaway grind with uncomfortable inventory UI.
This game is kinda fun. Its not awe inspiring but it is entertaining. I think the low price is worth it.
Dungeon Merchant ist alles in allem recht ereignislos und plätschert recht schnell vor sich hin, da man a.) nichts falsch machen kann, b.) immer dasselbe macht. Man heuert Söldner an und schickt die, ausgehend von den gewürfelten Monstern, ins Dungeon. Ritter, die Dämonen erledigen, sammeln Rüstungen. Krieger, die Untote knüppeln, erhalten Waffen. Magier, die Geister töten, bekommen Schriftrollen. Jäger, die Tiere klatschen, finden mehr Gold. So sammelt man vor sich hin, rüstet die Söldner mit neuem Rotz aus und macht das solange, bis einem das Spiel wieder zu den Ohren rauskommt oder man das Ziel erfüllt hat. Das ist so eintönig wie es klingt, denn man ist recht schnell mit dem gesamten Content durch und rattert nur noch die selben Klicks runter. Dungeon, verkaufen, beim Händler kaufen, teurer verkaufen, gucken, ob neues Gear dabei ist und dann von vorn. Ich hab das fast vier Stunden durchgehalten, dann gemerkt, dass meine Lebenszeit begrenzt ist und dachte mir danach "Nu is aber gut". Mein Fall wars nicht. Leider ist Dungeon Merchant ein Fall von "Genres kann man mixen, muss man aber nicht unbedingt immer".
Very cool idea and execution. Will look for more from Monster Shop Games!
In this game I (and only I) am the boss and I can hire risk-loving adventurers, who I then can send into deep dungeons to fight dangerous monsters and bring home huge piles of loot. That loot will be sorted by me (and only me) and I might cherry-pick some weapons or armors to outfit my oh-so-brave adventurers to increase their chances for survival. But all the remaining loot (plenty of loot actually) will be sold by me (and only me) in my shiny shop, for varying prices in an ever-changing market, to maximize my (and only my) profits. Sounds good? Definitely is. Nice game. Can even be played on Steam Deck.
Few things will greatly improve the game: Ability to sent more then one hero to the dungeon and why restrict equipping when training.
「おすすめします」にしたけど、あまり能動的な推薦ではありません。 真面目に一時間二時間やったらすべての要素を解放出来るので、最初の目的の10万Gを貯めるまでの間が虚無になる。 良くも悪くも値段通りと言った所か……。 ちなみに、レベルを上げ過ぎるとバグって勝手にレベルが上がりまくり、100階層でもワンパンになる。 日本語版は無いけど“こう言う系”をやっていたら理解するだろ?ってレベルの英語ばかりである。 ……だから日本語化してないのかな? つまんない訳じゃ無いけど、金貯め終わるまでが虚無過ぎて10万貯める前に飽きてやめそう。 一応じゃんけんのように○○は✖✖に強いと言う要素はあるが、日付が変わると敵の構成が変わるので日をまたいでの攻略はしない方がいい……とも言えないんだよなー。 ダンジョンの階層を連続クリアして行く毎にドロップする金額に何割かのブーストが掛かるので、強くして何階層かクリアした方が金になる。 そして日付が変わって敵の構成が変わって……めんどくさくなってレベルを上げて低階層から上がって行く金稼ぎと階層を上げるのとで変わったりするかも?w
it slow paced but I'm enjoying it I recommend it if you like casual merchant type games
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Trends
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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