
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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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.
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Reviews
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Reviews
You are not getting older, games are just getting much worse. And Dungeon Settlers firmly reminds you how great game systems with thoughtful design crafts a thoroughly entertaining game. Managing a building settlement itself is a minigame reminiscent of Dungeon Keeper 2's tile number and furniture requirement, beholden to your(initial) given land size. You can seemingly always wonder "can I make this design more efficient?" Character creation is impressively handled with unique portraits with sprites for individuality so each portrait and sprite appears once per run, with infinitely different permutations of traits, stats, class, names, subtraits and skills. For a hyper-analytic Path of exile min maxer like me this also kept me wondering "What if i built it this way?" Each dungeon run is short enough to swing to the next slower pace of settlement building, ad infinium. "Just need another run for 3 clay" or "another permanent stat potion run". Unabashedly a save scummer I have spent close to 10 hours rerolling characters and level ups so if you are into that as I am, all of the above will speed time to 5am from the gameplay loop. And its in early access. Active updates with promising roadmap makes this initial 2hour steam buy-refund for me a surprising permanent resident in my library. Highly recommended and great job to the team
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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 586 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] アーリーアクセスなのであまり低評価を付けたくは無かったが、現時点では正直遊んでいて気持ちの良いものではない。 [/h1] 【ムードの恒久的なペナルティがストレスフル】 成長停滞やら待遇期待やら、強くなると何故か回避困難なペナルティを受ける。 強くなると罰を受けるゲームって面白いのか・・・? ムードが悪いとDarkest Dungeonよろしく発狂して死ぬ 【エナジーシステムがアンバランス】 行動で消費されるスタミナ要素だが、何と戦闘でアビリティを使用しても消費される。 節約しようとアビリティを封印しても、そもそも通常攻撃がアビリティなので節約になってない。 現状回復手段が寝るだけなのだが、ダンジョンでは真面な寝床の確保が難しい。 ダンジョン内で拠点を作って快適にしようとしても、長期滞在ペナルティで次はムードと戦うことになる。 【ジョブのバランスが悪い】 大剣は地雷。弓はリソース食いすぎ。魔法は強いが序盤は作れない。 上の3つを省くとビックリするほど火力が出ない。 そうなるとどうなるか・・・エナジーが一瞬で底を付く。 じゃあエナジーを回復するために1~2戦闘の度に寝ると、ダンジョン負荷で冒険者のムードは煎餅みたいにぺらっぺらになる。 弓は攻撃の度に矢を消費するのだが、木の矢以上を作るとなると室内限定の作業台が必要なので、階を降りる度に豪邸を立てる必要がある。エリア2から木の矢なんて攻撃してる振りレベルだ。 因みに矢はめちゃくちゃ重たいので、補充無しで行くつもりなら4tトラックを用意しとけ。 【装備が脆すぎる】 アーリーアクセスで装備が不十分なのだが、いくら何でも不十分すぎる。 現実的な装備が甲羅で、銅装備が手に入ればラッキー。鉄はまだ無い。 2回くらいダンジョンを潜ると消耗率がが6割超えるので、2回トライで失敗したら石器時代に逆戻り。 激レアの銅かアケロンが出るまで低層階を無意味に周回しよう! 正式版が2年後らしいので、2年後ウィッシュリストの底で見つかったら是非買おうね
Я купил себе игру... Игра выглядит так, будто зумеры добрались до концепции приключенчества в целом. Они вроде запилили смесь градостроения с походами в данж, в котором идет собирательство материалов, из которых дальше строится база, делается шмот, хавчик, прочее. Но этим малолетним гениям пришло в голову, что совместить римворлдовскую систему повышения недовольства жизнью персонажа, связанную с его повышенным уровнем (Я терь аж четвертого левела, так шо у мну терь перманентный дебафф на настроение, респектуй меня, даруя ништяки, или я психану!) и систему этих самых нервных срывов, чисто присвоенную из Даркест Данж -- это хорошая идея)))) Скажу так: обе системы -- как две левых деревянных ноги у поросенка, которого хозяину не захотелось резать полностью только потому, что приспичило перекусить. Они в сеттинге совершенно чужие и не бьются меж собой, потому что не сделано главное: для системы срывов нужна мрачная, давящая, хорошо чувствующаяся атмосфера гримдарка. Ее нет!) Зато, в итоге, есть ляляля дндшка, в которую припилили обычную зумерскую истерику от того, что надо работать)) Вы хочете гримдарку? Гримдарк делается атмосферой. А атмосфера делается графикой и музыкой, не обещаниями "это будет сложная игра, большинство ваших персонажей умрет". А у вас из всей атмосферы -- одинокая мелодия "средневековая таверна" и палитра "Использованная солома в деревенском сортире". Это не гримдарк, это детские каракули. Возвращаемся к системе нервных срывов, она мне особенно доставила. Чем ниже ты спускаешься в данж, тем сильнее истерика. Полностью отсутствует система моральной закалки, привыкания к тяжелым условиям -- и это меня не удивляет, тк у современных зумеров просто нет понимания такого качества, как стрессоустойчивость. Зато есть механия потакания своим тяжеловооруженным принцессам, коль скоро той приспичит заявить, что количество горошин, накопившихся в её нежном заду, превысило количество терпимого. Ну, отдых в полноценно отстроенной основной базе считаю закономерным и правильным, это важно и нужно. Выпивка (которую еще в игру не ввели, потому что зумеры не пьют, зато уже есть желейные тортики приготовленные из слаймов, ОООЧЕНЬ ГРИМДАРК))) ), вкусная жратва, НАСТОЛКИ (ладно, пока только карты и дайсы, плюс дартс). Дальше, отслеживаем рацион приключенцев в походе. Принцессочка без тортика на марше -- сама не своя)) Не накормишь своего воина вовремя голубичкой -- заплачет, оттопырит нижнюю губу) Систему ночевки считаю адекватной. Выстроить временное убежище, кинуть спальные мешки, возвращаться во временный лагерь для отдыха и при сильном дожде -- грамотно и справедливо, тут претензий нет. Претензии исключительно к тому, как скоро принцесски на марше начинают ломаться. Два дня. Два, Карл, котами удобренных дня -- и пати начинает кипеть от взаимных оскорблений, пидозр за съеденный втихомолку тортик))) Это лютый звиздец) Два. Гребаных. Дня. И эту игру пытаются продать в стране, где мужики по году на вахтах) А, ну и главное в системе настроения: Хочешь решить проблему радикально? Берешь камни маны, которые являются основным лутом в игре, толчешь их в порошок... и нюхаешь этот порошок. Прямо вот... максимально жизненное решение в зумерском стиле. И я даже не буду шутить на тему порошка дальше, потому что эта дурь была для веселых девяностых, для взрослых дядь, что гнали свою жизнь на износ. Нет, мои хорошие, тут исключительно ассоциация с любымими нежным поколением антидепрессантами) Ты хочешь, чтобы зумеры сделали игру? Ты получишь принцессок на антидепрессантах, чей основной интерес -- тортики, кожаная бронька (стильная мягенькая бронька дает бонус к настроению, в отличие от реально защищающей) и стопицот элементов декора спален. Я в экстазе, чесслово)
I wanted to love this game, It's right up my alley: squad development and base building. But there are too many small issues that ultimately make this a frustrating experience. I'll come back after a while to see if the game has improved, and I'll happily change my recommendation. I think this game could be great. But the last straw was broken today to make me delete the game for now. It started at the tutorial. You get slammed with text box after text box telling you how the game works (telling, not showing, so you're memorizing without context). You don't encounter something then learn how to deal with it, you just get a pile of text boxes mostly unrelated to what is happening, explanation after explanation. Did I miss something? Was that important? Too late, five new text boxes just popped up. This is a complex game, and they expect you to read a text box tome and just memorize it right off the bat. Let me put it this way: I got stoned when I first played, hoping to get lost in fun gameplay, but ended up needing to read & memorize a manual first. I had to quit and come back the next day because it was a freaking complicated lecture. After I had made several mistakes because some key text box escaped my overwhelmed memory, I finally got the hang of the game. The first dungeon was awesome, and I thought a portent of things to come. Not so. I get to the second dungeon and the balance just falls right off. I go from dominating to getting my ass kicked, no in-between. In fact, after numerous tries, I'm STILL there, which is why I'm quitting now. The second dungeon is filled with swarms of enemies that for some reason, despite all the tech being FULLY RESEARCHED and UTILIZED, barely hurts them. It takes the team so long to just kill one simple enemy. So now my gameplay options are: re-enter the 1st dungeon for resources I don't need and enemies that are tissue paper strength, or go to the 2nd dungeon and barely survive the first couple of stages giving it my all...Also not getting useful resources. I thought I must not be doing something right. I tried to build nice rooms and a temple, but nowhere does it tell you how to manage room quality. I don't know the threshold for what makes a room improve beyond mediocre (wasted a lot of resources trying), and for some reason I cant develop a temple no matter how nice I make the room the goddess statue is in. Again, wasted a lot of resources trying to figure that out because despite the volumes of text I mentioned earlier, there's no explanation on how to do that. Just, "If you build a room nice enough" or something. I practically filled a huge room with a comical amount of the nicest (expensive) decorations I could build and it just wouldn't go beyond mediocre. The second dungeon is so cheap because you'll be fighting waves of enemies (hard to kill, even though I think I am using the 2nd best weapon sets in the game), the characters getting more and more tired. You think you've defeated them all. Then out of nowhere, a new army hunts you and just curb-stomps your exhausted party before you find the portal back home. I can't produce/bring better gear. I can't level my team up anymore because then they'll get too depressed too fast for me to beat the level. I'm just stuck here with level 4 adventurers (level 4 seems to be where the balance breaks), and I'm now fed up with trying. Theres nothing else I can do. How do you defeat an army that has all of your melee units engaged 2-to-1, while more enemies are shooting you from a distance, slowing you down, chipping away your health, and a boss casting powerful spells on you behind the wall of enemies? Even the special attacks you can do are just so weak comparatively. Why does it take so long for three almost fully upgraded melee specialists to kill a single standard archery-type?? Why can all four units use their special attacks on one standard enemy grunt and it barely takes away half their health??? That's absurd! Finally, during my last dungeon run, one of those annoying shooters I mentioned somehow leapt over a chasm and just kept shooting me from an area I couldn't access. That finally did it. That was the last straw. Also, If you have a characters inventory open and want to select everyone else to move on, you cant just lasso everyone and move, because doing that opens up everyones inventory, and the only way out of that is to de-select everyone, then re-select everyone, then issue the command. That gets pretty annoying. It would be way better if you could just select everyone and click to have them move, which *should* close all the inventory windows. Why would you need everyones inventory window open while moving? The windows fill up the middle of the screen anyway. No ones ever gonna issue commands to the entire party with all of their inventory windows open. Oh, and I finally built the merchant desk, built a nice open room around it. So far its been days, and no merchant has come and I don't know why. Nothing tells me why or how to build the merchant desk so that a merchant actually comes. So I'm just lost there. Its also not easy to see where you have and haven't explored in dungeons. You have to pan around the map examining for little openings in the walls. Sometimes these aren't obvious or are even hidden a little. If I had written my review after just the first dungeon, it would have been a thumbs up. But at the 2nd dungeon, I don't foresee this getting anymore fun, just more frustrating. I quit!
理不尽な死に方やあまり賢くないAI行動、バランスの甘さなど雑さが目立つゲーム。やりたい行動の方法が直感的にわかりづらかったり、次に何をすればいいのかわかりにくい。荒削りのあまり美しくないゲームだと感じた。
Despite listing, it is not compatible with Steamdeck. Sad as I was interested.
포텐은 좋으나 지금 시점에서는 컨텐츠가 너무 부족하다. 캐릭터 성장에 과도한 리세를 요구하고 반복 파밍 핸디캡으로 사냥 효율을 떨어트려 플레이타임을 억지로 늘려서 피로감이 심하다. 그리고 캐릭터들 피로도와 스트레스는 던전을 조금만 돌아도 금방 터져나가니 답답. 추후 업데이트 경과를 보고 수정할지도.
사기 느낌 나는 얼엑 게임임. 이것저것 요소는 집어넣어 눈길 끄는 오마카세 같지만, 정작 모든 것이 얄팍하고 제한되어 있음. 희망고문하는 게임이니 3년 뒤를 기약합시다
데모랑 다른점:신캐추가,레벨 1추가,던전 하나 개뱅 끝임 모험단 렙제가 않풀려서 그런지 길드상인은 나무판만 판매중이라 석재 하우징 넘어가려면 노가다 한세월임 데모 출시하고 뭘 쳐 했는지 모르겠음 2만원 치곤 컨텐츠 양이 너무너무 하찮다
absolutely insane potential for a game, and a blast to play, glad I took a dip of risk to enjoy it, at the time of writing in knee deep in the second layer of the dungeon but I thought Id drop a review for this game. to put it simply it feels like darkest dungeons from an isometric view and a lot less rng (which is fine because this game is dependent on your tactical skills and less about making the most of a bad situation) and once you get through the tutorial start and figure out some of the quirks its a nice little gem to play and sink some time into. we got tactical combat, squad management, town/village management (pretty minimalist here tbh but enough for this sort of game) resource management and permadeath. though as of writing this I have not had any characters die, so I've been stuck with the tutorial squad this whole time and I don't really like them but I don't want to retire or let them die. don't let my lack of deaths fool you though I've had pretty close calls with multiple possible squad wipes so the game can be dangerous if you let it be. there is alot of aches with the good, and im hoping because its early access they will get to this, research is a pain and ive gone multiple runs without getting ANY books and if you make some bad choices early on you can be locked out of some good items/equipment/ PLAYSTYLE the main outpost you build your base on is comically small and you have quite a grind earn one extra measly character slot, I have been able to recruit ONE extra character since my party wont die and they barely let you recruit additional members. and due to the small space don't let yourself think your going to have a fun and creative time making your guild home/space. I think some major rebalancing towards certain trees wouldn't be a bad idea, going extreme damage/ or massive sustain is the best way I've been experiencing the game, trying to make a "balanced" party has been a laughably negative experience and a piss poor team with poor damage and poor survivability I honestly don't see the point in having a shield character at all. I think that all skills should have faaar more options and have major viability and fun, that being said more skills and a deep insight on how those numbers should look needs some careful consideration. make sure to uncheck and skills with friendly fire for auto use with you members or else you're team will randomly have casualties because your great sword lizard one taps 2 of your members... even though he never one taps the enemy. if youre going to be charging this much for this simple of a game I expect there to be some character animations in the future cause this ♥♥♥♥ aint as feature rich as 10 percent of rimworld and I at least want something pretty to look at like a solid 7/10
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