
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 →
About
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
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
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
+++++
太牛逼了 怪物打我直接给我秒了 我打怪物掉1 2滴血 我到现在新手关都过不去
fun
Wasn't bad, I was just too good. Finished the game lickidy split!
This is not ready for release. It needs testing and polish. With that said, gameplay is a bit interesting. Could warrant a dollar or two.
Pas trop mal, trés répétif par contre.
Einfach zu spielen und sehr witzig! Sympathische Charaktere!
Is hoit a Scheiß goi!
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
Related
Related
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.
Related
| 7 Days to Die | $425.3M | 403.6K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Don't Starve Together | $164.7M | 539.5K | 95% | $14.99 |
| Warhammer 40,000: Rogue Trader | $48.8M | 46.5K | 88% | $49.99 |
| The Scroll of Taiwu : Beyond The Dome | $62.3M | 69.6K | 66% | $29.99 |
| Mewgenics | $56.1M | 51.7K | 90% | $29.99 |
Related
| Bus Flipper: Renovator Simulator | $350.3K | 613 | 81% | $15.99 |
| Mage Kanade's Futanari Dungeon Quest | $350.7K | 720 | 89% | $24.99 |
| Viractal: Will You Trust Your Party? | $350.2K | 468 | 89% | $24.99 |
| Xuan-Yuan Sword: Mists Beyond the Mountains | $350.1K | 1.3K | 84% | $13.99 |
| Space Reign | $350.9K | 456 | 74% | $19.99 |
| Headbangers: Rhythm Royale | $351K | 1.2K | 70% | $19.99 |