
A turn-based, party-based RPG set in the Age of Decadence world and focused on squad level tactical combat. Fight your way out of prison mine or die trying.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Russian, French, Polish, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
To simplify the premise real quick: you gotta fight your way out of a prison mine. I've always yearned for prison plots. Movies like Lock Up, The Shawshank Redemption, Bronson, Brawl in Cell Block 99, and Fortress are irresistible to me. Some of my favourite places in gaming are prisons and camps. Say, the ones in The Suffering or Silent Hill 2, obvious Gothic, etc. I love them for the inherent intensity of the predicament and the grime. Maybe it's a pathology since my teachers used to tell me that's where I'd end up, so I subconsciously prepared myself for it? Whatever. Dungeon Rats fits the bill, is all! There's more to it than that, of course. Stellar turn-based tactics are hard to come by. But before we begin, maybe check out my [url=https://steamcommunity.com/id/magerama/recommended/230070]The Age of Decadence[/url] or [url=https://steamcommunity.com/id/magerama/recommended/648410?snr=1_5_9__402]Colony Ship[/url] reviews for more information about the local unforgiving combat and progression systems. In short, positioning is still king, you can aim for enemy limbs and, atypically for this genre, consumables matter. You can't leave those for a rainy day when it pours acid all the time. Except ignore what I say about factions and such. The game is streamlined compared to its fully-fledged CRPG brethren, being a violent dungeon-crawling spin-off in the vein of Icewind Dale or Fallout Tactics. The drop of writing portraying a scumfest of spicy personalities is still solid, but the social elements mostly boil down to your body count. [quote]"The truth is, Colonel... There is no "divine spark". There's many a man alive no more of value than a dead dog." — Michael Shaara, The Killer Angels[/quote] The biggest change and the source of your agency since AoD was the ability to have up to 4 gang members. Or none, depending on your goals and charisma. Numbers don't make things easier with the game's habit to put you at a monstrous disadvantage. Yeah, Dungeon Rats can make you grind your teeth to dust. It took me 3 restarts (it's a 12-hour game) to yield and switch to Tough Bastard, the "normal" difficulty. My only regret is that I was too proud to dial it all the way down. Every encounter shall test your mind, your patience, and your knowledge of the game. Every enemy is a super-hero with over-tuned stats, able to kill your party member in a couple of critical hits. The difficulty escalates relentlessly - there's no breathing room, no relief. Normally, you begin a battle and think "how am I supposed to survive!?", but there are also times when you think "hey, it doesn't look so bad!" - just to choke on an army of reinforcements 2 turns later. And do you think Rats would reward you appropriately? You'll often be at a net loss, winning a hard battle by the skin of your teeth to get a pittance of rations for half a heal and barely enough materials for repairs. That said, when the game decides to spoil you, the riches seem ten times shinier. Just don't expect much charity, this cruel mistress won't kneel. It's minmax or bust. The game was designed to be studied, mastered, exploited - not to simply be beaten. It allows you to softlock yourself if you aren't careful. And you can't possibly be too careful here. Again, it took me 3 whole restarts to sort of get it right, to weasel my way through it... as intended. And I still can't say I know how to play Dungeon Rats, having no expertise to share with you. Maybe you'll bump into what works for you in no time, the options are plenty. Or maybe you won't. It's a safe bet to say you'll hate this game's guts is what I'm saying. But hey, none of Iron Tower's gems are for everyone. On the bright side, there's always a chance you're in the niche with us happy few. Don't knock it until you try it. To put it out there: I'm not a good theory crafter. I'm sure plenty of people had an easier time cracking this nut. To me, it was a painful ordeal. That's why I recommend it, though! If a fool like myself could bear it, you could bear it. I had to use every trick in the book, replayed most battles many times, abused crafting and alchemy to the full extent, even threw non-vital characters under the bus, using them as bait to live another day. It's only lore-friendly. I had to learn the hard way that this game expects me to see the future and make only the right choices. It doesn't seem fair, right? Well, I lived to tell the tale without using a guide! Besides, I really enjoyed how this game twisted my hand, forcing me to make hard decisions and invent unconventional approaches I wouldn't bother with otherwise. A hardcore tactical game that encourages you to think up clever strategies in order to outplay it? God forbid. If them trials and tribulations sound appealing to you, then you'll soon find that below all that scornful turmoil lies an immense treasury of high-grade satisfaction, which can only be granted through blood and tears. Albeit, in case you still find all of that too overwhelming, try Age of Decadence or Colony Ship first. Less focused on combat, those at least give you a breather now and again. Either one is a better entry point than this embrasure. But I think half of you here already got the taste for Iron Tower's unique blend of RPG, trying to decide whether you desire to solve another puzzle of suffering. Just do it. Took me long enough and it was well worth the effort! Now, let's hope I managed to nudge you towards giving Dungeon Rats a go while setting your expectations accordingly. My curator [url=https://store.steampowered.com/curator/35305390-Big-Bad-Mutuh/?appid=262060]Big Bad Mutuh[/url]
I like the company and the games are fun the developers seem nice but I honestly cant endorse this game. I am having serious issues with Dungeon Rats on Tough Bastard ONLY THE SECOND DIFFICULTY. Had problems with ants and raged quit after ELDER SCORPION BOSS. This is another game in a long line that gives enemies and advantage and or they need not follow the same rules as you. I do not enjoy.... ... constantly doing ZERO damage with my 8 strength. ... having my 5-8 damage spear constantly doing 0 to 4 damage. ... ants hitting with all their attacks and putting party member down. ... having an enemy with fewer less than 5 health dodge all attacks so it gets another turn. ... reloading battles because the above issues make battles harder. ... No reason to take Silas an Quintos with you as followers they DIE EVERY COMBAT WITH ANTS . My mistake was a took spear and have not found a SINGLE UPGRADE. There are no shops... When I got to elder scorpion I am on try number 5 now. I HAVE DONE EXACTLY 0 DAMAGE WITH SPEAR EVEN WITH A STONE. ZERO NIL NOTHING BLANK. I'm so frustrated yet again because of my choosing a certain weapon cant do any damage to boss. So in the end Dungeon Rats IS all bout the right spec! You cant spec something you like. You have to spec a certain way to beat game. Making a boss take zero damage from a weapon GAME GIVES ME WITH OUT ANY UPGRADES IS AWFUL DESIGN!!! I am so frustrated just going to move on to something else. I am just not enjoying this game like i believed I would.
Challenging but extremely satisfying series of fights that push you to conserve every bit of healing supplies or items that might tip the next fight in your favor. I'd definitely recommend making a character with 8-9 charisma and heavily investing in a defensive skill for survivability. There's bits of dialogue scattered around in the game but the meat of the game is going from one hard encounter to the next as you fight your way out of a prison mine.
Feels like an experiment "can we make a dungeon crawler with Age of Decadence's combat and assets?" And the answer is yes, although it doesn't come close to classics like Icewind Dale. The AOD system translates pretty well to party combat and extended dungeons, although I'd rather they use these lessons to flesh out future RPGs instead of making more dungeon crawlers. Writing is limited but what's there is good. There's a good sense of tension throughout and (like AOD) it nails their gritty Roman low fantasy style. My only gripes are it's a bit short and not very replayable (since companions are met in a fixed linear order and nothing else really changes). It can also be easy to softlock due to the rations system meaning you can scrape through several fights but fall behind on healing supplies with no way to get more. It's not a deal breaker, just keep lots of saves. (Or if you really don't want to use the rations system, you could just use CheatHP() between fights.)
It's okay, but I can't see myself playing it any more after the 10 hrs I put in. The UI is not good -- inventory management and in-combat functionality are worse than most games from the mid-90s. I was playing on normal difficulty and got pretty far into raiding the people with the ore up top, and decided to try out a couple characters one difficulty lower. The "25% reduced enemy hit chance" seems inaccurate. I've been keeping track and they appear to have the exact same chance to hit as on the harder difficulty. I have, in fact, died more on "easy" than on "normal." It either doesn't work how it is presented, or the % rolls simply aren't accurate in any way--which may be the case because the amount of times I miss on a 95% chance to hit is absolutely insane.
Homework: The game The game isn't really hard per say, it just knowledge checks you about crafting optimal builds If that's your thing then I recommend the game easily. If it's not, then it's an even easier no.
Dungeon Rats, developed and published by Iron Tower Studio, is a deliberately focused tactical RPG that strips away much of the genre’s usual excess to concentrate almost entirely on methodical, turn-based combat. Set within the same bleak universe as The Age of Decadence, it trades sprawling narrative ambition for a tighter, more combat-oriented experience. From the outset, the game establishes a tone of harsh survival rather than heroic triumph, placing players in the role of a prisoner navigating a brutal underground hierarchy where every step forward must be earned through careful planning and efficient execution. The structure of the game is straightforward but effective. Progression unfolds as a sequence of encounters and scenarios, each designed to test your understanding of the mechanics. Instead of offering multiple ways to resolve situations, Dungeon Rats leans heavily into combat as its primary language. This approach gives the game a distinct identity—it feels less like a traditional RPG and more like a tactical gauntlet, where each fight serves as a puzzle to be solved. Positioning, turn order, weapon choice, and resource management all play critical roles, and even small miscalculations can lead to failure. Victory is rarely immediate; it often comes after several attempts, as players refine their approach and learn from mistakes. Character development is tightly interwoven with this combat focus. Players allocate points into specific weapon skills, physical attributes, and support abilities such as crafting and alchemy, all of which have tangible effects in battle. There is a strong emphasis on specialization, encouraging players to commit to particular strategies rather than spreading points too thinly. Crafting and alchemy, in particular, add a layer of strategic depth, allowing for the creation of tools, poisons, and equipment that can shift the balance in difficult encounters. The ability to recruit companions further expands tactical possibilities, turning battles into coordinated efforts where synergy between party members becomes just as important as individual strength. Despite its strengths, the game’s narrow scope is both a defining feature and a limitation. The lack of exploration, dialogue-heavy interactions, and branching storylines means that players looking for a more traditional role-playing experience may find it lacking. Encounters, while well-designed, can begin to feel repetitive over time, especially since progression follows a largely linear path. There is little room for improvisation outside of combat, and the absence of alternative solutions can make the experience feel rigid compared to more open-ended RPGs. The presentation reflects the game’s utilitarian design philosophy. Visuals are functional and clear, prioritizing readability over flair, which suits the tactical nature of the gameplay. While the environments effectively convey the oppressive atmosphere of the underground setting, they are not particularly varied or detailed. The interface, though improved compared to earlier efforts by the studio, can still feel somewhat clunky, especially when managing inventory or navigating more complex systems. These aspects don’t necessarily detract from the core experience, but they do highlight the game’s modest production values. One of the most defining aspects of Dungeon Rats is its difficulty. The game does not attempt to accommodate all players; instead, it commits to a challenging design that rewards patience, experimentation, and a deep understanding of its systems. Resource scarcity, unforgiving encounters, and the absence of safety nets mean that players must think several steps ahead at all times. This can be immensely satisfying for those who enjoy overcoming tough challenges, but it may prove frustrating for players who prefer a more forgiving or narrative-driven experience. Ultimately, Dungeon Rats succeeds by staying true to its vision. It offers a tightly crafted tactical experience that prioritizes depth over breadth, delivering a series of encounters that consistently challenge the player’s strategic thinking. While it sacrifices variety and narrative richness in favor of focus, it manages to carve out a niche where its strengths can shine. For fans of hardcore tactical RPGs and combat-driven design, it provides a rewarding and intellectually engaging journey, even if it lacks the broader appeal of more expansive titles. Rating: 7/10
Dungeon Rats — это пошаговая ролевая игра с тактической боевой системой, крафтом, алхимией и строгим управлением ресурсами. Это одна из тех игр, в которую нужно вникать и хорошо разбираться. Она не подходит для казуальных игроков: здесь нет начального обучения, внятной информации и привычного прогресса персонажа. Планировать придётся всё — настройки персонажа, создание предметов, трату ресурсов и каждое сражение, иначе игра накажет за беспечность. Ваш персонаж и его спутники будут умирать часто. Своеобразная и интересная, но короткая игра.
Great little gem if you are up for a turn based gauntlet rpg challenge
A spin-off from the Age of Decadence game that focuses more on combat rather than roleplay, but that is alright since the combat system while not "special", is very competently made and is entertaining to engage with. If one enjoyed fights in Age of Decadence, this is just more of that with maybe some extra lore tibbids here and there. SPOILER AHEAD I will offer up a criticism of this game and that is that constructs are very underwhelming. You get them very late in the game and while they are strong in specific niches, they also feel very vulnerable without the player having the ability to strenghten them. The minotaur was especially dissapointing for me since i could not equip weapons on it, even the same ones of better quality. While the spider droid felt like it was too fragile to do anything with.
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