
Explore Dungeons, find loot, customize your character and face monsters! A Dungeon Crawling adventure featuring a choice based exploration and visual character customization!
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About

In a world where monsters were banished long ago, something has caused them to reemerge, and it's up to you, the Hero, to rid the world of monsters and defeat the Great Eternal Dragon.
Dungeon Mori is a game inspired by the classic Dungeon Crawlers and Old School RPGs. With a simple, yet addicting gameplay, it features a turn based battle system combined with a choice based dungeon exploration.

Delve inside the Dungeons to find riches and loot!
Explore the dungeons to the end and fight a boss, or leave early to secure your earned rewards!
With 10 different dungeons to discover and explore, who knows what will you find inside them?

Battle plethora of monsters, with each dungeon having their distinct variety!
Over 50 unique enemies, each one featuring their own lore!
A complete Bestiary with useful information about the monsters, can you find and catalogue all of them?

Customize your character appearance!
Featuring 9 classes and 7 different races to choose from!
Acquire rare gear and equip your character with powerful weapons or show your sense of fashion!
Equip your pet and take him to assist you in battle!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
Pretty simple combat and exploration, but it has every aspect that makes it a really good dungeon crawler. From all the stats that you could expect, the variety of weapons and equipment, each with their own skills and benefits, cool progression through the quests, many builds and a lot of different enemies for each dungeon. It is grindy, as you have to repeat the dungeons to complete the missions and get better gear, but there's always things to do and each time you get a lot more stronger it feels pretty good. Not entirely but it can be treated like an idle, more chill and focused on making fun builds than thinking too much on the combat and exploration. Really like it, very recommended. Esp: El combate y la exploración son simples, pero tiene todos los elementos que lo convierten en un muy bueno dungeon crawler. Tiene todas las stats que uno espera, mucha variedad de armas y equipamiento, cada uno con sus propias habilidades y ventajas, progresión constante e interesante con las misiones, muchas builds y un montón de enemigos diferentes para cada zona. Tiene grindeo, ya que tenes que repetir las mazmorras para completar las misiones y conseguir mejor equipo, pero siempre hay cosas que hacer y cada vez que te haces más fuerte es muy satisfactorio. No del todo, pero se puede tratar como un idle, más relajado y centrado en crear builds divertidas que en pensar demasiado en el combate y la exploración. Muy bueno, muy recomendado.
Such a cute little gem that's got some toughness to it!! dungeons are random and it's pick a room style between two choices. A good amount of loot and spells to make things interesting. Good quest system with nice rewards. I'd buy it again for mobile. I think its worth the price but if you find it on sale definitely grab it
[h2]An interesting early game experience that masks a regrettable lack of depth, poorly thought-out mechanics, and a sinking feeling of unbearable monotony.[/h2] [h3]Story and Setting[/h3] Dungeon Mori is not a very story-centric game. The beginning cutscene establishes a very lukewarm fantasy setting that teases some of the potential enemies you may encounter later on but leads virtually nowhere. There is a bestiary that does unlock some additional worldbuilding as you defeat each type of enemy, but this is really picking at scraps of one to two sentences of very basic enemy descriptions rather than expanding on the world you play in. Similarly, while there is a quest system, it is not used to tell any sort of narrative, and the most that can be expected are small chains that are causally connected, such as a first quest telling of acquiring the shards of a legendary weapon and then subsequent quests continuing to describe your efforts to reforge it. https://steamcommunity.com/sharedfiles/filedetails/?id=3765402662 Ultimately, Dungeon Mori cannot be recommended for its story, as there barely is one. This is not a negative in and of itself, but something to be aware of in case you are looking at that game expecting a more developed RPG aspect to it. [h3]Gameplay[/h3] DM is a very basic Dungeon Crawler, with heavy emphasis on developing the stats of your character through many peripheral systems. The character creation offers the choice between a variety of different races that all impart some starting stats leaning into certain archetypes but aren’t terribly impactful on their own. Starting classes are much more important, and while they strongly lean into archetypes, players can technically develop their characters in whatever way they wish. A cool aspect to the game, and one which I started out with, is the built-in Ironman Mode, which adds permadeath on top of playing on the highest (albeit from the developer intended to experience the game in) difficulty. So my first two runs were between my Ironman Warrior and my regular Mage, the former of which died some seven hours into the playthrough, with my current Rogue being my latest run. I bring this up because of my single biggest issue of the game: Every single one of these runs felt very similar, if not exactly the same. Character progression is just a bit too linear despite all the ways to increase your power. Gearing is too. And while there are some ways to diversify into other archetypes (such as health absorption on hit), it never really impacts core combat enough for me to actually develop some sort of strategic approach to any of the enemies I have been fighting. Instead, I have spent approximately twelve hours now playing the exact same loop, with the exact same strategies to combat, over and over and over again, with the most strategic depth coming from me purchasing a ring that made me immune to a specific status effect solely to make my runs more consistent in one dungeon. The core issue is that combat itself just does not support the depth the game is aiming for. For example, DM features a kind of ATB system in which your stats determine how quickly your turn in combat rolls around. This is kind of cool and makes for some exciting early moments on Rogue characters in which you are able to bust out three or four turns before your enemy even has a chance to react, on paper, synergizing with debuff application, usable items, and everything that could be possible with it, but which the game never manages to actually hook into. https://steamcommunity.com/sharedfiles/filedetails/?id=3764916396 You then have your “Attack” command, which does exactly what it says on the tin, “Skill”, which refers to the innate abilities tied to your weapon and offhand. For example, a shield might come with a parry or a guard skill, and your weapon may come with a bleed or poison dot, and those skills are represented here. And finally, “Magic”; the spells for which can be acquired just like any other item. This should be plenty but isn’t. The combat skills feel woefully underpowered. While especially Parry used to be a lifesaver early on but as your innate character power grows, I slowly stopped using any skills whatsoever. My Rogue got more use out of a single self-buff, but ultimately all of my character’s combat was a rhythm of applying a buff, attacking until health becomes an issue, fully healing via the abundance of accessible consumables, and continuing to attack. Ad nauseam, with deaths being an issue solely of too much numerical damage coming in rather than any combat mechanics. Dungeon exploration is probably the most involved, but it, too, suffers the same issue of remaining stagnant with very little development as you progress. Instead of a classical Dungeon Crawler, DM always offers you a selection of two paths you can go down, foreshadowing the next set of rooms ahead of time. These rooms can be either harmless (i.e., nothing, contain a chest, generally beneficial effects) or be marked as a Danger! room, which denotes an enemy. Since combat is so simple from the get-go, and the game’s difficulty comes more so from meeting stat threshholds to be able to survive encounters and/or specific debuff effects, most of even the early game’s depth comes from trying to survive and plan your route through a dungeon to be able to challenge the boss. However, the decision-making process here is incredibly simplistic and more so hooks into your own resource management than any real depth; hence, it is specifically the early game that feels the best in DM, when you do not yet start to really outscale the game’s difficulty via somewhat broken builds and when you haven’t had a chance to stock up on consumables that allow you to just fight anything the game tosses your way, especially not if you get an unlucky dungeon that chains a few encounters back-to-back. Something DM does conceptually pretty well is the various parallel ways to progress your character. Of course, you can earn your power by leveling up and by buying equipment, all very standard fare, but the game also has a pretty nifty pet system in which your companion can be slotted with gems that have their own unique upgrade system and which can massively boost secondary stats that are otherwise very difficult to raise via normal level-ups. Regrettably, while systems like this are indeed very nice, the game lacks the balance and mechanical depth to support itself solely based on the power fantasy of growing stronger. [h3]Graphics and Sound[/h3] DM can look pretty nice. The artwork of the characters is quite expressive and soulful, but there are very few animations, which can add to the feeling of monotony during combat. Due to engine limitations, the game is limited to a tiny window size and simply stretches to your monitor resolution if Fullscreen is selected. https://steamcommunity.com/sharedfiles/filedetails/?id=3765402690 The music is passable but not very memorable. Combat sound effects are lacking, and the game features no voice acting. [h3]Final Thoughts[/h3] Despite all of the criticism, DM can be a decent time-waster on the side of your screen while doing something else. In a way, it feels like it has the DNA of an idle game without actually being one. Dungeon runs are reasonably fast, and the game even allows for combat to automatically resolve, but it isn’t going all the way of letting you also automate your dungeon exploration, and it is likewise simply not deep enough mechanically to warrant your attention over the countless hours it expects from you redoing the same dungeons over and over again to level up and keep your quests up-to-date. It’s a cute little game that is a lot of fun before you realize this, and it’s not so “bad” for me to feel cheated out of my time, but it is just a mediocre experience that overstays its welcome.
It's a relatively simple and humble game, but it does the things it sets out to do rather well. There's a decent potential for buildcrafting, a good amount of checkboxes to tick for completionists, a pleasant soundtrack, and the artstyle is very cute to behold, from the weapons and armors that are reflected on your player model to the lovely looking portraits of the various shopkeepers and everything inbetween. There's a kind of a... "warm" vibe to it. Makes me exhale with relief when I look at it.
Just a neat little game, quite addictive. It's not stressful or particularly difficult. There's some strategy involved, but not so much that you'll have to consult online guides. Has some issues with full screen implementation, so playing in a window is best. Will run on a potato. Currently, Dungeon Mori is my 'go to' chill game.
!!!WARNING!!! Okay so first off the early game quests and stat ups seem VERY rewarding. However there is a glaring issue with the game with which the developer has said will NEVER be changed because of the game engines limitation. Which is that they cannot scale up the game to a higher resolution so to play you get 2 options. A TINY little window to play, im talking 300x300px for your resolution OR a bloated fullscreen thats stretched and makes the mouse very laggy/wavy and unresponsive. "FIX"? So there IS a program that someone on the dev team recommended but has no affiliation with them, its called lossless scaling which hovers around $5 so if you want to use an external program and try to figure it out you can get it to your liking im sure. Message to the game devs, please develop on a game engine where you can go comfortably to fullscreen or borderless windowed. Its 2025 cmon
I played the sh*t outa this demo for this. I recommend you do too. Simple, grindy but in a good way, and fun. Always feels like there's something you can be doing to make your character more powerful, and with enough different things to never make the grind feel too boring.
Really nice RPG. You've got your share of grinding but the game is fair and well balanced.
A strong showing. Enough complexity to be entertaining, but straightforward enough to not need 100% focus. Great game!
If you are looking for a fun, casual dungeon crawler that you can just zone out and play, Dungeon Mori is a great pick. The art style is really nice, and the systems are simple and easy to grasp without needing a spreadsheet to figure out your build. The character creator has a bunch of playable races, including some unique ones you rarely see in these kinds of games, like skeletons and cyclopes (although you never really see much of it due to your helmets and whatnot, so they are mostly just stat changes). You also get to pick from various starting classes in the style of Elden Ring / Dark Souls, which changes your starting stats and gear. Add in the pet system, runes, and soul gems, and you have plenty of neat mechanics to engage with. It’s a super cozy, low-stress experience. My only real critique of the gameplay is that I occasionally wish there was just a little more depth to it all. I would love to be able to interact with the townsfolk for example. I did run into two bugs during my time with the game: Orcs don’t seem to have a beard option in customization. However, if you select a beard on a different race first and then switch back to Orc, your character will suddenly have a beard once you launch the game. The Rune of Strength doesn't seem to work at all. Even though I upgraded mine to deal +100% damage on the first attack, my first hit oftentimes deals less damage than my second. Overall, it's a lovely little game. If the devs can patch out these bugs and maybe add a bit more meat to the systems down the line, it'll be even better. Definitely worth checking out if you want something chill to play!
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