
A colony sim based dungeon crawler where you manage your expedition to build a settlement in barren land, provide food and shelter for your people, lead them deep into the merciless dungeon, overcome challenging combat by your strategy.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best PL #43, worst AU #99 · 14 markets collected
US · last 30 days
About
Dungeon Settlers is a dark fantasy strategy game that combines colony simulation and dungeon crawling. As the leader of an expedition sent by the Guild, your mission is to explore, conquer, and destroy the dungeon which is the source of all calamities. To do so, you’ll need to build a settlement in the barren land and prepare your people for the dangers ahead.
This is a ‘Hardcore Strategy’ game. Train your members strategically by considering their equipment, skills, and traits, then form a party of up to four. In real-time with pause tactical combat with no turn or round limits, analyze enemy traits and patterns to outmaneuver them and achieve victory. But remember once dead, there is no coming back...

Build a settlement in the desolate land, isolated by magical erosion. Design rooms freely by placing walls and doors to meet your members’ needs—create bedrooms and dining areas, and set up a forge with anvils and smelters. Cultivate fields to grow crops. Manage your resources efficiently to survive, and produce rations and camping supplies for the next expedition. Unlock new buildings and equipment through research.

Each member has six major abilities and talents, along with dozens of combat and life-related stats. They also possess various traits based on race, background, and personality—such as a curious Lizardman with a drifter’s past. Recruit promising candidates and help them grow through leveling. Equip them with powerful equipments and carefully build a four-member expedition party with synergistic skill trees such as sword/mace/bow/fire magic.

Combat takes place in real time, but you can pause at any moment to think strategically. Plan your tactics using a variety of effects and mechanics—stun, bleed, burn, provoke, vulnerable, charge attacks, summons, and more. Position your party wisely, exploit enemy weaknesses, and utilize your skills at the right time. Even hopeless battles can be overcome with the right strategy.

Each dungeon expedition is randomly composed, with floors and rooms changing each time. Regions apply different random environmental effects. The deeper you go, the rarer and more valuable the resources become—but so do the threats. You’ll encounter the remnants of magical experiments, such as towering golems or acid-spitting monsters. Secure wood logs, herbs, gemstone veins, and mysterious mandrake. Trade with dungeon merchants, and face ancient tree that demand blood to bear forbidden fruit.
Engagement
Reviews
Themes across 630 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ポータルがないときがある。 さすがにふざけんな。。。 難しいとかよりも普通に理不尽すぎます。 2層目以降から明らかにバランスがおかしい。 チャレンジャーグロスとかいう倍々方式に増えていく明らかに おかしなモンスターがいる。そんなにサクサク倒せる敵でもないのに増える速度が異常すぎて 戦術とは別に物量で確実な負け筋を作ってくる。
っかみげ まだ粗い。今後期待
게임 자체는 초반에 재미있음 그 초반의 재미가 끝. 10-20시간 정도 재미있게 하고 그 후로는 억지로 플탐 늘리기 초반 구간 정도만 만들고 출시한 얼액 방패 게임 이 후 업데이트 속도가 늦어도 일주일마다 하나씩 새로운 컨텐츠가 나오지 않는다면 1-2년 뒤에 다른 게임들과 비교하고 구매하는 것 추천
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Russian, Japanese, Simplified Chinese, Traditional Chinese, Korean, Spanish - Spain, Portuguese - Brazil
Hours played at review time, across 630 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
前期其實滿有趣的,但以目前版本來說,內容量還是不太夠,很快就會進入「重複農圖 & 不斷快轉等待休息時間」的循環。 裝備之間的差異性也不太明顯。進到第二個 Dungeon 之後,裝備耐久下降得非常快。剛開始遇到壞裝機制還覺得滿新鮮的,但幾次之後就只剩下煩躁。 最後配裝的考量甚至不太是「哪件裝備比較適合這個角色」,而是看這張 Dungeon 盛產什麼維修材料,就穿什麼裝。 什麼阿克隆裝備之類的,如果你想把地圖清乾淨,或是多農一陣子,基本上就是準備看整隊一路壞裝,最後全員裸體回家。 另外,Dungeon 2 把進入點設在 Floor 0 的用意我真的不太懂。 處理掉公會商人、可徵召的 NPC 後,Floor 0 就幾乎沒有實質內容。結果就是白白消耗隊員的精神值,以及各種心情 Buff 的持續時間。 目前玩下來的感覺是,遊戲的基礎滿有潛力,但現階段內容不足,加上一些機制在重複遊玩後會迅速從「有趣」變成「麻煩」。
Having played the gameloop, I had fun. There's a bit of two worlds in this game. It's almost Dwarf Fortress/Rimworld - but the system doesn't go into depth. Your characters don't make friends at camp, or suffer a mood debuff if a friend dies, don't have much story creating 'virtual life' despite whatever effort you put into building them houses. On the other side, optimizing better numbers WOW style isn't super in depth either - it encourages grinding to reroll stat level ups and heartlessly disposing of unlucky heroes. Basic system has like 4 tiers of gear and 6 levels worth of trait trees. I kind of expected after dungeon 1, which had 4 level-ups, that dungeon 2 and 3 would follow, sort of informing you when you ought to move to the next floor by your heroes leveling up. Doesn't really work that way - levels 1-4 is dungeon 1, level 5 is dungeon 2, level 6+ is dungeon 3. I think it's awkward how you don't have much later level progression, past the first dungeon floor. Guess you ran out of skill ideas. Overall, the gameplay loop is fun. The devs could expand in either direction (preferably both) - more progression in stat maxxing and more in-camp character personality. It's definately engaging as a beta version framework. Maybe gets a bit dry the further along you get.
My playtime is semi artificial because I leave the game on and paused over night but you don't get enough crystals to level your guys up and you get bottle necked super fast. The first dungeon isn't the hardest but the second dungeon you will need your characters leveled up in and you literally do not get crystals for leveling up past level 4 almost ever. I have cleared prob 12 levels in dungeon 2 and I got 3 crystals so I still cant even level up a single character past 4. Game is super primative and looks like ♥♥♥♥♥♥♥♥. Has some good features but really isn't worth playing yet.
如果你希望作为一个小品游戏乐呵乐呵十来个小时——这游戏没啥问题。 如果你希望深入玩下去,你就会发现每一个体系都需要重做。 讲个刚遇上的事情——你人多了之后去地下城你家里总有人的,你最好给他们身上备好食物——不然他们真会饿死在家里。现在正在攒粘土,三个罐子才能清理一个区域——然而你下地下城天晓得什么时候会掉几个。
[h1]RimWorld的な面白さはあるが……[/h1] 基本的にはRimWorld+ダンジョン探索ゲーム 探索して素材を持ち帰り自宅を発展させていくといった内容を期待してプレイ 「探索する」→「内政で強くなる」→「探索する」のループを楽しめると思っていたのですが ダンジョン探索自体が時間回復の有限リソースなので低階層だけを周回して地盤を固めようと思ったりするとキャラの機嫌や待遇改善等で詰みやすくなるのでもうちょいまったり内政とキャラ育成を楽しませて欲しい。 操作感はRimWorldをプレイしたことがある方なら直ぐになれると思います 色々と改善点はあると思いますが今後のアップデートに期待します!
一句话总结,优秀的可玩性难掩又少又空的内容,目前的体量和价格根本不成正比 首先是科技树一眼望到头,对比起其他需要爬科技的类似殖民模拟游戏少了太多,即便作为抢先体验的游戏依旧很难让人满意,再一看那个28年3季度才能出1.0的开发路线,未来可期也不能这么早就拿出来卖这个价格啊 再者武器护甲没有自带技能差分导致中后期装备选择极度同质化(我强烈建议给每个武器做出不同的自带技能,而护甲做一个类似生皮柔软这样的被动效果,同时可以通过投入不同阶段的素材来提升基础属性,这样能大幅度提升配装的乐趣),而角色获得+养成的随机性实在太高,即便现在已经有了锁定初始人物各项属性,玩家依旧会面临后续加入的队友死活随不出可用之才的窘境,而升级成长更是S/L重灾区,属性铭文上下限差异极大,几乎大半的游戏时长都浪费在这上面了(这里强烈建议刷新招募列表可以花钱锁定种族、背景or特质,锁越多花的越多,也可以花一大笔钱全部自定义,权当是雇工会帮你搜罗人材了,同时升级刷新可以冻结属性铭文作为保底,同样冻结越多刷新剩余项需要的资源越多,这样至少在能切实得把玩家投入的资源转化为成果,而不是roll老半天依旧只能S/L重头来过) 然后是基地行动、地下城资源获取&探索的问题,餐厅没有一键指定角色开饭的选项,导致每次进地下城前都要手动把角色拉过去命令原地停留吃饭,建筑也只能拆了回收部分资源而不能移动,配合不怎么充裕的资源获取+基地需要一步步扩建以满足高等级角色心情的需求很让人头大(高等级人物的心情减益是否有点过于简单粗暴了?搞得进地下城还不如新手抗压,就很莫名其妙),石材粘土这类自然资源没有采集点,打半天怪也掉不了多少,血木更是只能开宝箱获得,而在这样职业划分明确的战斗框架下这游戏却没有队形+分组系统,每每战斗跑图都要手动拉T位+框各个职能的角色未免也太过折磨了 综上所述,个人并不很推荐现在入手这款游戏,建议观望后续的更新再做判断
房间判定太离谱了,有个内向角就不算房间了设施都用不成,而且空间本来就小,各种设施还要单独隔开
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