
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 650 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
看的出来潜力不错,但目前实在没有办法昧着良心给出好评。内容过于空洞,内容重复性过高,加上各种大瑕疵.. 一些根本问题我看其他评论区说了,那我说说让我感觉要更改的几点吧。一些东西也该多适配现代了,毕竟从前期至后期重复的劳作【我不认为算得上是好玩】 1.数值类的副特质毫无新意,初始招募不能选择技能树类型。这种本质上能无限刷的东西,一些自定义构筑还是开放出来吧,毕竟完全不影响结果,【纯粹浪费时间】,不做些方便设计真的很容易招人膈应。 2.强烈建议加入法力值作为新的能量池,并将科技树的露营道具前置。我不知道是哪位天才想出来将技能消耗和行动操作共用于一个能量池,实际情况,下地城至少有一半时间都在睡觉,或许游戏想要借此体现游戏【困难】相当【硬核】,但对玩家的实际影响更多作用于【浪费时间】.. 所以我很难苟同这个设计,不如新加个法力条,为独立能量池用于限制战斗中技能的使用,脱战后快速回复,后续加入多元的技能还更好平衡。 3.我能接受种族特质的多元,使玩家在选择构筑和使用道具的时候更有倾向性,但是我不能接受种族特质和资质强绑定——因为,这种限制依旧是没有任何意义,让我感到十分疑惑。技能树点数限制只会让前中期选择负面资质时,被恶心和拖进度,归根结底还是浪费玩家时间,重复的刷等级罢了.. 建议是将两者分开,一个种族特质,一个背景特质;种族关乎特性,背景关乎资质。毕竟下地城就那么几个人,多元性的构筑不作为基底扩展可玩性的话,可以说是很无聊.. 4.ai和操控堪称为灾难级别的,当务之急,请把巨剑友伤关了吧.. 也是一个意义不明的设计
おっもしろ
Media

Related
Related
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.
Genres
Stats
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 650 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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
게임 확실히 재밌음 하지만 조작성은 좀 고쳐야 할듯? 애들 드래그 해서 지정할때 자꾸 인벤토리 창 다같이 뜨는게 정말 상당히 불편함 특히 전투중일때 이거 좀 고쳐줬으면 좋겠음
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」。
At current, not recommended. Overall game has great potential, however it is not even close to being realized. Game is overwhelming short, entirely dependant on RNG for way too much of it's features. For a game called "Dungeon Settlers" you don't really feel the settlement is all that important, at least yet. I hope more events and features come to make it more fun and strategic to build a home. A few things were not explained in the game, though most of it was with the f5 built in guide, which i am highly impressed with and hope more games continue to impliment features like that to reduce the need to have wikis or guess what mechanics are around. Assuming certain lacking information is added later, this is by far one of the most accessible games in terms of it explaining things to you upfront. (Treatment expectations for example : is it a level up debuff or can you remove it via suitable housing? It doesn't say!) I look forward to updates and far more content. And while I would not recommend buying it at the moment, wishlisting for a sale is a recommend - And if you ever see the game hit 1.0, maybe read to see if anything here has been addressed. ----- Feedback My own personal wishlist would be a portrait picker instead of roller for character gen, and in fact just let us pick traits for our starting four. While it might be to encourage accepting suboptimal characters, that feature exists for people who don't min max as it is, so instead of making it difficult for people who want ideal characters at the start for their own thing maybe remove the starting background limitation and traits. It's just going to to cause unneeded time sink for people like me who WILL wait until everything looks perfect. This is a common personality trait among many in this genre of game. As for leveling up, i felt talent didn't quite weight things well or set minimums. Upgrades that allow for locking in a stat line or inscription instead of the whole block for more rerolls would also be good progression and upgrade potential. Settlement seiges and heroes demanding breaks from dungeoneering to encourage the use of newer heroes would be welcome as well.
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。
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.
っかみげ まだ粗い。今後期待
hard mode is hard, probably shouldve started on normal
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $195.6K | 427 | 89% | $11.69 | |
| $3.8K | 5 | 80% | $19.99 | |
| $997 | 8 | 100% | $4.99 | |
| $399.1K | 648 | 76% | $19.99 | |
| $204.8K | 313 | 88% | $17.99 | |
| $75.8K | 72 | 74% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.6M | 2.4K | 68% | $13.99 | |
| $1.6M | 5K | 89% | $14.99 | |
| $1.6M | 4.5K | 27% | $14.99 | |
| $1.6M | 11.2K | 81% | $5.99 | |
| $1.6M | 1.3K | 77% | $29.99 | |
| $1.6M | 2K | 80% | $24.99 |