
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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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 650 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
まだ出来ることが限られていて、正直もどかしい。もっとダンジョン潜らせてくれ…もっと拠点開発させてくれ…という気持ちがずっと続いている。 YouTubeで他のプレイヤーの動画を見ても、みんなLv4で止まっている。理由は簡単で、レベルアップ素材(中級マナストーン)がドロップしないから。装備も銅鉱石が出ないので強化できず、銅の鋳造設備だけが虚しく並ぶ。レベルが上がらないからクエストも進まず、町の拡張はできても入植者は増えない。 こんなに「無い無い尽くし」なのに、それでも深い階層に潜れば素材ドロップして状況が打開できるかもしれない──そんな期待を抱いてしまう。危険度は高く、判断ミスひとつでパーティー全滅してキャラロスするかもしれないのに、それでも潜ってしまう魅力がある。 次のアップデートが待ち遠しい。(2つ目のダンジョン第二階層でこの日記を拾ったが消息不明)
底子很不错,是一款很有前途的游戏。希望后续能不断丰富内容。 以下是我游玩后发现的一些痛点和建议。 1.农业以及仓库的框选批量选择,会因为框选范围内有角色或者物品而无法框选 2.这类游戏应该开放更细节编辑,例如角色战斗技能的自定义编辑释放逻辑或者自定义释放技能的条件、角色背包的自定义存入编辑,例如规定一个角色的背包预设。 3.职业技能点数的分配,被动技能更加通用。可以适当占比高一些。以便构筑复合职业的角色。(或许开放后续等级这个问题会有所缓解) 4.装备成长梯度没有明显区别,也没有不太同定位区分。应该选择其中一个方向设计,可以是梯度的科技等级的数值提升,也可以是不太需求定位的装备方向。 5.数值需要重点调整。 加油!是一个底子不错的游戏,在丰富内容的同时优化一些操作痛点。
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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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絕大多數特質根本噁心人用-80%OO+20%XX這種一堆... 開頭骰人物就知道數值高低跟天賦高低毫無道理只是浪費人時間 人物升2級用最高級祈禱要骰至少30次才有還可以得銘文+升級能力值根本不合理
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算这段时间里较为出色的ea游戏了。地牢探索和rim world的经营缝起来挺有意思的,绝对算得上未来可期。
Le jeu est vraiment top, très hate pour la suite !
这游戏玩的太累了,玩起来一点都不顺畅。体验实在太糟糕了,至于其他评论说的职业平衡我是还没感受到,因为前期就玩的磕磕绊绊的。对我来说这游戏拉完了
TLDR: Good Game so far, bit micro-intensive at times, recommend. Slightly more detailed explanation of reasoning (Note my playthrough was with default difficulty): What it does right: - Captures the feeling/ambience of its setting tremendously well (a LN kind of story almost) - Both the party building/character building mechanics are interesting and unique, with the combination of inscriptions, stat aptitudes, race bonuses, background, subtraits, and skill trees allowing for plenty of combinations. Notably, combinations that can absolutely work! - Plenty of the enemies are varied and unique, with various mechanics similar to those like in MMOs (although at time of playing there was nothing particularly difficult to figure out). - Base building similar to rimworld, dwarf fortress, and other top-down colony management sims. Much simpler than DF though. - Nice variation between each individual dungeon delve, be that through modifiers that affect the entire thing, or the room variety. - Combat itself is satisfying, the skills feel impactful and actually form a sizable chunk of your DPS. Specializing your characters is relatively easy, and almost required later on otherwise you have a bit of a hard time. - Most of the equipment is worth grabbing, and relatively easy to craft/acquire, assuming you're at the right stage of the game (don't try to craft Arcron armor in the first region). It's also unique, and there are reasons to use 'worse' equipment. - Likewise, many of the accessories/permanent consumables (be they boss/elite soulstones, blood fruit, mandrakes, etc.) are varied and provide actually useful bonuses, as opposed to other games where it can be a meta dominated by 1-2 consumables. Thats not to say there aren't any bad/broken ones, but they are all generally useful. - Classes themselves are unique, and each have their own identities (Water Magic and Fire Magic aren't just different coloured fire/water balls, and Nature has its own nice mechanics) - In the 20h of playtime, i experienced a grand total of 2 bugs. One was a crash related to trying to transfer items between characters (which froze the entire game), and the other was a pathing bug, but relatively minor. Overall, not terribly buggy. - I'm not in a position to discuss performance on other people's machines (you can see PC specs below), but it ran perfectly fine. No big spikes during dungeon loading, No overloading due to too many jobs (like what can happen in rimworld). What it could improve: - Combat can absolutely be a bit micro-intense. Not quite Starcraft 2 levels of micro being required, but you are playing something trying to be an RTS. There will absolutely be moments where you have to sit there and pause 20 times in a bossfight to dodge the attacks. - Stamina (which you use to cast skills) drains exceptionally quickly. They've remedied it in the most recent update (-25% less on Normal), but nearly all my playthrough was before that change. To the point most of my later dungeon delves consisted of ignoring all but the final group of enemies, rushing to the portal, until i hit floor 4, and then setting up camp and clearing that fully. My boss fighting runs consisted of that, but to floor 5. - Between Regions 1 and 2 (Any further regions weren't out at time of review) the enemies/elites got harder, scaling with your own level. The issue came about for the bosses. SPOILERS AHEAD: The boss of region 1 was (for me) significantly harder due to the fact it has a built in 'dps check' mechanic, and if you fail it, it summons an enemy. At the level you're supposed to be fighting this thing (~team of lvl 3s, maybe 1-2 4s) that dps check can be difficult to clear. Compared to region 2's boss, with no such mechanic, i quite literally pressed 2x speed and face checked the whole thing (with a team of level 5s, the presumably intended level). I went back and tried a stronger version of the region 1 boss, and whilst i could consistently pass the mechanic, it required significantly more effort. - Inscriptions specifically were slightly insane. Any given mid-grade inscription is a 2.71% to be seen. You have a 60% chance of seeing one in general. Likewise, any given low-grade is a 20% of appearing. Which becomes rather frustrating when each dungeon run maybe givens enough materials for 1-2 rolls normally. Granted, we're looking at trying to optimally build a character, and if you accept some level of 'suboptimal', it's relatively easy. - Mood/Stress can be a bit nasty to manage (especially on higher difficulties) in the dungeon itself. Which is fair, and usually back in the settlement, there's very little to worry about. - For archers, ammo consumption was a bit crazy even with avoiding some of the "take 1 shot and use 3 arrows" skills. To the point i regularly brought 900+ arrows with me PER DELVE. And that was for 1 archer. - Some of the weight requirements can a bit insane. You regularly have a single enemy dropping 8 items that each weigh 3 kg (or lbs, idk). Or in other words, 24 points of weight. My tank (the character with the highest weight) had ~230. So 10% of your weight is just gone from 1 enemy drop, from a single trash mob. Granted, thats a bit of an extreme case, but weight can be a bit annoying. - Definitely some moments where the character pathing (both you and the enemies, but more often you) has a bit of a ??? moment, like pathing through unexplored areas the player has no way of knowing are even there. - Some of the events can be a bit repetitive, be that killing a sacred bird for the 15th time, or someone complaining about rationing. Most of the in dungeon ones are cool though, and the devs have already said they plan to add more. - In a similar vein, the tech tree dried up REAL fast. I was basically done with tech in <10h, having researched everything in it. Again, thats probably gonna be remedied in future updates. Anyways. I think that was enough complaining. Despite all my gripes with it, I did absolutely enjoy the 20h, and even in it's current state, would recommend. I'm recommending it on the basis it's going to get more content rich in future (which it is), but if you'll allow me the handwave, it's a very solid game already.
[h1] 現時点では光る原石レベル [/h1] (2026/9/16時点でのレビューです。アーリーアクセス中であり、ここで書かれていることはアップデートで変更・改善される可能性があります) 現時点の内容をすごいザックリした言い方をするなら「Rimworldのコロニー開発要素と心象システムを薄めにして、代わりにダンジョン要素をぶち込んだ」みたいな感じのゲーム。 戦闘難易度普通、管理難易度普通でプレイ。 〇コロニー開発要素 最初はショボい拠点しか作れなかったのが、ゲームを進めて研究を続けることで様々な家具などを制作できるようになり、どんどん拠点らしくなっていく。で、拠点づくりの為の材料は基本的にダンジョンに潜る必要があるので「ダンジョンへ行く→拠点をつくる→ダンジョンへ行く→拠点を…」というサイクルが出来上がってる。ここは素直に評価したいポイント。 ただ、現時点では[b]コロニーが完成するとコロニーでやることが殆どなくなる [/b]のが問題点。他のコロニー経営系だと「コロニーをつくり、畑を作って食料事情を安定させて、住民が過ごしやすいようにする。住人は作業に従事し、プレイヤーそれを眺める」という楽しさがあると思いますが、そういった面が少し弱い。ダンジョンに潜っていれば大抵のことは解決しますし、制作もすぐ完了しちゃいますし。このゲームにおいては、一時的に立ち寄る仮拠点としての意味合いが強いのかもしれません。ですが、もう少しコロニー開発・運営を楽しめる要素が増えると一気に化けそうな要素だなと思います。 〇ストレス周り 隊員たちはストレスの概念があり、「過酷で辛い環境で気分が下がるとストレスが溜まり、1度ストレスが爆発するとデバフ付与して0%に。そのまま再び爆発するとキャラロスト」というシステムがあります。しんどいダンジョンの中で地面で寝転がるより、拠点のふかふかなベッドで寝たいですもんね。 このシステム自体はいいのですが、レベルが上がるにつれて「待遇期待」と呼ばれるマイナス気分によって常にストレスに負荷がかかります。これ、本来であれば「自分の実力に応じてよりよい装備、よりよい環境、よりよい待遇を求める」という感じなんですが、レベルを上げれば上げるほど負荷がデカくなる。デカくなることによってキャラがすーーーぐストレスを溜めまくる。これが単純にプレイヤーのストレスになりがち。 もっとこう……プレイヤーがストレスに対して簡単に対策できる仕様になってくれればなぁとは思います。飲まず食わずの無理な行軍ばかりしたらストレスを溜めまくるのは仕方がないと思いますが、流石に平和な拠点でぼんやり待機してる間にも勝手にストレス爆発寸前まで行くのはちょっと……。 〇異種族至上環境 このゲームには人間以外にもエルフ、リザードマン、獣人種族のライカンをキャラとして雇用することができます。 種族それぞれ特徴があり、人間は経験値の獲得量が多くてオーソドックスな性能を持っている……だけではありません。人間キャラがレベルアップできる経験値まで達したままにしておくと、「成長停滞」と呼ばれるストレスデバフが付与されます。コイツが非常に面倒。 このゲームではレベルアップの為に特定の素材が必要になり、気軽にレベルアップできません。更にレベルを上げると上記で語った「待遇期待」のストレスがかかる為、準備ができてない状態でレベルを上げるとストレスでマッハで死に向かいます。かといってレベル上げを保留にしてると「成長停滞」で文句を言い始めます。[b] どうしろと。 [/b] 他の種族は「成長停滞」を起こしませんし、クセはあれど強みがある種族ばかり。エルフとリザードマンはそれぞれ菜食主義・肉食主義なので逆のものを食べるとストレスになりますが、ゲームが進めば食事事情も解決します。ライカンは夜に強くなり、昼に弱体化するという性能になっていますが、ストレス周りの制限はないので意外と使いやすい種族です。 人間以外の種族はプレイヤーが気を配ってあげればそこまでストレスで胃がマッハみたいなことにはなりません……[b] が!!人間はどうしてもストレス溜めまくる生き物になってるんです!! [/b] そして人間の特徴である経験値獲得UPも、「他のキャラよりもレベルアップまでの経験値が早く溜まるせいでレベル上げを保留するハメになり、ストレスの原因になる」みたいなことが起きるせいでマイナス面に働いてる状態に。 やっぱり人外は最高だな!!!!!! 〇新規加入メンバー周り このゲーム、レベルUPの時に刻印と呼ばれるサブスキルがあります。コレはレベルアップの時に5つの中から1つ選ぶことができ、それによって好きな能力を伸ばしたり、短所をカバーしたりと色んなカスタムが可能となっています。 これ自体はいいシステムなんですが、問題となるのは新規加入させるメンバーがレベル1じゃない場合。レベル2以降のキャラを加入させる時は既にこの刻印を入手した状態になっているのですが、刻印がランダムに設定されています。どう成長させようとしたのか分からないような刻印の状態になっているのが大半です。 なので、育てるならレベル1のやつを雇って地道に育てたほうがいいという状態になっています。刻印だけ後で付け直せたら完璧なんだけどなぁ……。 ……と、ここまで色々問題点を書き連ねてきましたが、悪いゲームという訳じゃないんです。ただ、現時点では光る原石。作り方次第ではいい方向にも悪い方向にも転がりそうな感じといったところ。 一時停止を繰り返しながらじっくり攻めていく戦闘システムは面白いですし、拠点システムもこれからの発展次第では化けそうですし。気分・ストレス周りも改善されれば遊びやすく、面白いものになりそうな気配はあります。 ですが、現時点では「面白いけどもちょっと問題点も目につきやすい……」という評価になります。いや、面白いんですよホント。好きな見た目のメンバーを集めて丁寧に育てつつ、コロニーを築いてダンジョンへ向かうっていうサイクルが単純に面白い。あとリザードマンとライカンがいるのも高評価ポイント高い。 なんだけども、まだまだ改善点はいっぱいあるという感じです。ドット絵ライクなところも凄い好きですし、今後の展開に期待します。
I faked being sick so i could take time off work to play this game.
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