
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.
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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
这个升级系统搞得巨烂 他算肉鸽嘛?他是需要长久经营得一个游戏模式我不需要那么多随机,我不开铁人我就需要不停得SL 大概抽到我想要得铭文。这不好玩
In the absence of a 'Neutral' review I am going to choose to recommend the game because I really do not want to give it a thumbs down. A choice I'm making on account of the game having just released and still in active development with regular updates based on player feedback. This last bit on its own carries quite a bit of weight I feel. By the time of writing this I have only just made it beyond the first 'Boss'. Any complaints I may have might be alleviated beyond this point, but I hadn't managed to get that far as of yet. I am willing to stand corrected if I am incorrect in any of my assessments. I had a giant wall of text I had originally typed out but I am opting to just highlight some things I feel could improve on the overall experience. It does quite a few things right, but it's the frequent little misses that sting the most. I can sort of see where the devs are going with the title and their intent behind some of the decisions, and I don't begrudge them for it, but I think there is a ton of room for improvement. It's proper challenging, or at least on normal difficulty it didn't feel too overwhelming. The greatest difficulty I had was attempting to find information as the in game encyclopedia doesn't contain specifics and tends to gloss over some things that could use a bit more explanation. Character customization could use a few extra levers. I understand what the developers are going for regarding the recruits, but it's a bit too random. Players will almost always min/max the fun out of a game and in a title where resources are scarce and information is lacking, the uncertainty surrounding choosing a recruit is often too risky to invest in. Not being able to see a complete stat card for some of them via the recruit screen could use a re-work. Maybe increased visibility for these data points based on Expedition rank or something to that effect. The random recruits who join through an event should absolutely give you some basic information at the very least. Aside from the first 3 that are given to the player I had only actually recruited a single character, the other 4 were through random events. None of whom I'd have accepted had I been able to view their character cards. Resource acquisition seems a bit off. I understand why the devs would create a resource scarcity for things like stone and clay, but tying both of these resources which one would assume to be common resources to higher tier items tends to artificially bottleneck low tier investments. The farming techs for instance require clay. I am assuming clay as a resource does not become abundant until later zones. Even now I can only think of 2 mobs that drop clay, discounting the first boss, and these are dropped in very small quantities. It's a pain point to plan on doing something that seems so basic only to be stonewalled so early in the game. I'd love to see some kind of party formation system. Even if its as simple as 'Ranged stays behind melee' and/or 'Ranged stays at range'. Simple orders like, 'Attack target of X', 'Flee from AOE' or 'Taunt enemy attacking X party member' would be nice. A huge QOL improvement I haven't seen mentioned anywhere would be to include a bestiary that indicates which mobs drop what items and what floors they are most likely to be present on. Hunting for resources is a bit of a crapshoot. Again, clay was my personal bottleneck. Gear should either be weighted or provide bonuses for the archetypes they are intended for. Some of it is self explanatory, but mage type characters seem a bit left out. Fitting them with gear meant for front line fighters shouldnt feel like the optimal choice. I may be a lone voice here, but I couldn't find any use for cloth or hide type armors when their survivability was much higher in carapace or bone armors. Perishable food.... I am not against this mechanic, but food expires way too fast. Item storage. Im not sure if the item stacks are too small, or the storage containers provide too little storage but I ended up bee-lining the advanced storage tech tree and still ended up with something like 20 resource storage containers and still that wasn't enough. That or provide more uses for low level resources. Party affinity would be a nice mechanic to see. This could double as a method to off-set the number of recruits I come across who have a dislike for a specific species. The ability to move up or down between floors during a single expedition. If you leave the expedition, it resets, but while you're in there, Im not sure I see a reason to block a return trip to 2F if you're on 4F. I'd also like a mechanic that allows you to do something with accumulated loot. I'm sorry, I am an absolute loot goblin vacuum cleaner. If I can pick it up, its coming with. Game is fine and is very promising. I am expecting a great deal out of the title, but definitely needs some QOL improvements in the future.
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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 650 reviews with recorded playtime.
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前有聽勸的製作組,也就是說未來可期
Я люблю игры DnD Эта очень мне на поминает такой стиль 8) Прикольно наблюдать когда у них едет кукуха когда ты в подземелье долго сидишь8))
재밋는데 너무 짧음
Exelente juego , pero siento que le tamaño del mapa te limita para poder crear mas contrucciones, estaria bien que agregaran un mapa mas grande
别的都还行 就是角色成长的铭文系统真的是究极大粪 对于限定某一个流派的角色来说80%~90%的铭文都是废铭文,如果要高级铭文,一次升级ROLL上1个小时一点也不奇怪……
私はこのゲームかなり好きだったので、擁護レビューを。 このゲーム気になってる人は、肯定的なレビューとして参考にしてもらえれば嬉しいです。 ちなみに私は コアキーパー=合わなかった・・・ ダークエストダンジョン=好き! 管理シュミ全般=好き! stoneshard=好き! Xcom2=大好き!! メイドインアビス=好き(世界観がやや似てる?上昇負荷は無いので安心) 難易度下げてクリアするよりも、こんなの無理だろと思いながらクリアする事に達成感を覚えるタイプ笑 (Xcom2ハードで初クリアした時の達成感・・・) このゲームもハードモードしかプレイしてないです。そして難易度はかなり高い。 一番近いのはジャンル違うけどステータス周りを簡素化したstoneshard。 全体のプレイフィールはかなりダークエストダンジョンに近いと思います。 序盤の戦闘は装備充実でゴリ押し出来るけど、2層以降は公式の説明通り、一時停止を使用頻度高めにして進めています。 このあたりはシステムは全く違うけど、プレイフィールだけ切り取るとXcom2に似てる印象を受けてます。 パーティー全体に「その場で待機」指示を出して、絶対陣形崩さないマンを維持しながら少しずつダンジョン内の視界を広げていくイメージ。 戦闘中はスキル使用・攻撃先・位置取り指示せずに、ぼーっと見てるとあっという間に死にます。 幸いパーマデス(アイアンマンモード)は選択制なので、パーマデス選ぶとゲーム自体積む可能性が高い難易度。 あんまり情報入れたく無い人もいるとは思いますが、私がtips読むの面倒でプレイして気付いた所だけ最後に。 ・ブラッドウッド入手は運なので、使い切らず修理用に少し(5くらいかな)残しておく ・木→骨→甲羅の順に装備充実させる 一層の2階ボスは骨、4階ボスは甲羅を多めにドロップするので、見かけたら倒しておく 骨も甲羅も入手当時は貴重ですが、進めていくとちゃんと余るので安心 ・ダンジョン内の野営は拠点で作成したキャンプ道具を素材に、建設で作る事が出来る たまに見つかるダンジョン内のベッドは扉と壁で出入口を補って、ベッド上にキャラクター動かしてから、睡眠を取らせるとベッドを使用してくれますが、個人的には野営の方が手っ取り早い どんなに装備充実させても一層を休憩無しで5階まで行くのはかなり厳しいので、深く潜る前提なら 野営キットを忘れずに(忘れたら3階くらいで帰る)それでも赤字になる事はないかと ・拠点で個室を作ってあげると気分が上がる かなり広め32マスくらい目安が条件になっている(はず)なので、装飾だけ作ってもグレード上がらないので注意 高レベルキャラはご要望が多いので、必ず良き個室で寝かして気分バフが付いたの確認してから出発 これサボると途中で気分が下がって探索中断する事になります。 ・スライム素材の料理は気分が大幅に上がるので、気分が下がった時のデザート枠 ・アクセサリーは自作出来る様になると厳選必須になってちょっと面倒・・・ ・現状火力はナーフされるくらい弓が担っている、矢が重いのは強いからしょうがない笑 魔法は矢がいらない代わりにそこまで火力出せない 自然魔法は瞬時に壁(種)作れて便利、青は防御魔法で前衛補助+遠距離攻撃、赤は爆裂魔法が使えるけど、味方の巻き込まれ事故もありで位置取り難しい。 個人的な不満はエリクサーとマンドラゴラのドーピングが永続なので、ドーピングしたキャラとしてないキャラで差がすごい事 本気で厳選したキャラ用にまた、エリクサーを探す日々が待っている気がしてならない
傻逼遊戲,你且聽我說原由, 1.有自動戰鬥,但沒有陣型,沒有戰術設定(先集火敵對後排或先干擾敵方行動的設定),但對方怪的AI運行直接抓你後排逼你手操 2.一開始的建築空間,這遊戲你打倒第一層BOSS後才給你女神藥水,才可以清理黑水擴大你基地的建築空間。 但是你玩的是地城拓荒對吧,你要的是探險打怪掉素材作裝備對吧,但結果是花上好幾個小時在有限的空間裡搞全能住宅改造王 3.你就2層關卡後續內容還在開發,你第一層打完人物能擴充到5人,但始終只能4人探險,那第5人我養來幹什? 你面畫大餅說第三層開始能5人或說在家裡的能幫忙打理農園跟防守入侵什麼的我可不認阿!! 4.升級給的天賦與配點可否改為固定統一?每3等額外給個傳說天賦之類的,而不是在那邊耗費素材刷到死。 再來角色成長能力可否(天才)給8點(卓越)給7(優秀)給6(精良)給5(普通)給4這樣的成長能力分配,不然也是在那邊刷 天才可以4~10誰會不想刷到10才停手你說對吧?但如果給的是固定成長素質就沒得抱怨了。
看到我的游玩时长了吗,一半都是刷升级铭文刷的,别问为什么,双极难就是要这样做。你这是策略游戏,不是博彩游戏,全是随机性你干脆把售价改随机得了。
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