
A Heroic-Parody tactical RPG combining dungeon crawler’s gameplay and turn-based fights. Dive in an off-beat universe, manage your team and craft mighty gear to equip them! Build your own dungeon by hiding traps and monsters in your galleries, then challenge other players to clean it!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99−80% | 1.2Kreviews | 62% | — | $92.2K |
| $14.99 | 183ratings | 58% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dead game.
Пирожок без начинки. Нет смысла тратить на нее деньги.
Très correct, malheureusement 30 heures de jeu c'est beaucoup, beaucoup trop court pour moi Pour être cohérent, je suis obligé de mettre pouce vers le bas Par contre, si vous le trouvez à 80% ou 90% promo, alors là je pense qu'il vaut le coup
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Simplified Chinese, Japanese, Russian, Italian, Spanish - Spain, Portuguese - Portugal, Portuguese - Brazil, Ukrainian, Turkish
| $2.99−80% |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
PPT game
I have no idea why I can review this as it isn't in my library. I can only presume this sucked so hard I have refunded it and forgotten it. = There's no way I am going to recommend such game. :]
a tela fica preta toda hora dentro das masmorras fazendo com que n de pra jogar o jogo tendo que achar na sorte os inimigos pra conseguir desbugar ou resetar a masmorra, alem disso a opçao de trocar o icone da pessoa n funciona, esta bugado e as masmorras multiplayers tbm por conta dos icones. devis meu jogo bugou o save ou corrompeu apos eu jogar e eu n sei como resolver, tava divertido de jogar depois que pequei o bardo mas agora n consigo mais jogar. consegui arrumar com a ajuda da galera da comunidade https://steamcommunity.com/app/429620/discussions/0/3823036151088734926/ caso queirao ir la resolver o link esta em cima mas vou ensinar a resolver aqui tbm vou dar os creditos aos que me ensinaram. Aldorna Impossível carregar o save local: RESOLVIDO Consegui resolver esse problema, infelizmente não me lembro de todos os detalhes , mas acho que com algum esforço você também conseguirá fazer isso com sucesso. Descrição do problema: O problema parece estar relacionado ao Dungeon Manager. Depois disso, não é possível fazer nada após a inicialização. A mensagem de erro "Impossível carregar o salvamento local" aparece e então enfrentamos um bloqueio suave. Solução que funcionou para mim (meu sistema operacional é o Windows 10 Professional 64 bits): Abra o Windows Explorer e, em C:\Users\<YourUserName>, vá para AppData\LocalLow\GoblinzStudio (se necessário, exiba os arquivos ocultos; outra maneira é copiar e colar o caminho completo, por exemplo, C:\Users\<YourUserName>\AppData\LocalLow\GoblinzStudio na barra de endereços) 1) Compacte a subpasta "Dungeon Rushers" (como um backup de segurança) 2) Remova todos os arquivos em "Dungeon Rushers" (você compactou o conteúdo para poder reverter quando quiser) 3) Inicie seu jogo => Agora isso deve começar com sucesso (mas sem seu antigo salvamento) E o conteúdo desta subpasta deve ter sido recriado 4) Então volte para "Dungeon Rushers" e extraia seus arquivos do seu arquivo zip, EXCETO UM ARQUIVO. Não tenho certeza de qual deles, porque fiz várias tentativas, depois esqueci, é potencialmente builderInformations.json (lembro que também removi steam_autocloud.vdf, mas não foi o suficiente) Espero que ajude alguns de vocês Exibindo comentários 1–6 de 6 ----------------------Usuárioila----------- Muita ação. Encontrei uma solução mais simples. O erro ocorre devido ao salvamento na nuvem. O caminho para as pastas está correto, mas não há necessidade de excluí-las. Você só precisa de uma pasta: C:\Users\UserName\AppData\LocalLow\GoblinzStudio\Dungeon Rushers\backup--- Mudei o nome e o jogo começou com o save no qual terminei o jogo ao sair. Esta pasta, pelo que entendi, é um backup criado ao sair do jogo, e é por isso que ao entrar e iniciar o jogo não coincide com a entrada principal, por isso o jogo não carrega.
Dungeon Rushers, developed by Goblinz Studio and published by Goblinz Publishing in partnership with Whisper Games, is a turn-based dungeon crawler that leans heavily into classic RPG sensibilities while framing everything through a playful, almost tongue-in-cheek lens. It takes the familiar structure of assembling a party, exploring labyrinthine spaces, and battling enemies in tactical encounters, but filters it through a design that feels closer to a board game than a traditional free-roaming RPG. The result is a game that feels both nostalgic and methodical, offering a steady, systems-driven experience rather than a fast-paced or story-heavy one. The game’s narrative presence is intentionally light, serving more as a vehicle for humor than as a central driving force. Players follow an aspiring adventurer stepping into a world filled with eccentric companions and exaggerated fantasy clichés, with dialogue often poking fun at genre tropes rather than building a serious or emotional storyline. This tone gives Dungeon Rushers a distinct personality, making it approachable and occasionally amusing, though it never aims for narrative depth. Instead, the focus remains firmly on the gameplay loop and the gradual strengthening of your party. Exploration is handled through a grid-based dungeon system that reinforces the game’s strategic pacing. Each dungeon is essentially a series of tiles that players uncover step by step, revealing enemies, traps, and hidden rewards. This structure creates a sense of controlled progression, where every move matters and resource management becomes part of the challenge. Deciding when to push forward, when to retreat, and how to navigate hazards adds a layer of planning that complements the combat system. It’s a design that evokes tabletop dungeon crawling, emphasizing careful decision-making over spontaneous action. Combat is the centerpiece, offering a surprisingly robust turn-based system that rewards synergy and foresight. Parties consist of multiple characters with defined roles, and positioning plays a key role in determining how attacks and abilities function. Skills range from direct damage to buffs, debuffs, and status effects, allowing for a wide range of tactical approaches. As players unlock new abilities and characters, the combat system gradually opens up, encouraging experimentation with different team compositions. When fully engaged, battles can feel satisfying and strategic, particularly when carefully planned combinations pay off. Supporting this is a layered progression system that includes crafting, equipment upgrades, and character development through skill trees. Loot gathered from dungeons feeds into crafting systems that allow players to improve their gear, while experience points unlock new abilities and enhancements. There’s a clear sense of growth over time, with the party becoming more capable and versatile as the game progresses. Additional challenges within dungeons, such as optional objectives, provide incentives to revisit earlier content in pursuit of better rewards, extending the game’s lifespan. However, this emphasis on progression also introduces one of the game’s most persistent issues: grinding. Advancement often requires replaying dungeons multiple times to gather sufficient resources and experience, which can slow the pacing considerably. While the core mechanics remain solid, the repetition of similar environments and encounters can begin to wear thin, especially in later stages where new content is introduced more sparingly. The game’s structure leans heavily on persistence, and not all players will find that loop engaging over extended periods. Visually, Dungeon Rushers adopts a pixel art style that aligns well with its retro inspirations. The environments are varied enough to keep dungeons visually distinct, and character designs are expressive despite their simplicity. While the presentation is cohesive, it doesn’t push boundaries or stand out significantly within the genre. Animations are functional, and the soundtrack supports the experience without becoming particularly memorable. The overall presentation does its job, but it rarely elevates the experience beyond its mechanical core. An interesting addition is the dungeon-building feature, which allows players to create their own custom dungeons filled with enemies and traps. This mode adds a creative dimension to the game and offers additional replay value, particularly for those who enjoy designing challenges or experimenting with the game’s systems from a different perspective. While not essential to the main experience, it reinforces the game’s tabletop-inspired identity and broadens its appeal. Ultimately, Dungeon Rushers is a well-structured but somewhat uneven tactical RPG. Its strengths lie in its thoughtful combat system, steady progression, and lighthearted tone, all of which make it enjoyable in measured doses. At the same time, its reliance on repetition and grinding prevents it from maintaining consistent momentum throughout its runtime. For players who appreciate methodical gameplay and incremental improvement, it offers a rewarding experience. For others, the lack of variety may limit its long-term appeal. Rating: 7/10
Dungeon Rushers ist ein charmantes Dungeon-Crawling-Spiel mit viel Strategie und Humor. Leider ist es schade, dass der Online-Modus nicht funktioniert und die Server derzeit nicht erreichbar sind. Das ist besonders ärgerlich, weil dadurch kein PvP möglich ist und viele Features, die das Spiel spannender machen würden, fehlen. Trotzdem bleibt das Spiel unterhaltsam, wenn man es offline spielt.
indie
Jogo divertido e bem feitinho, tem alguns bugs mas acredito que os dev devam ter abandonado kkkkk campanha grandinha até para esse estilo, vários modos de jogo, pena que não consigo jogar contra outros players mas a premissa deveria ser legal!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
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| — | 0 | — | — | |
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $92.2K | 479 | 97% | $13.99 | |
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