
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 586 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
판강 영상보고 데모 때 너무 재밌게해서 구매함 세이브 한 데이터가 업데이트 하고나서 버전이 다르다고 호환되지 않을 수도 있다고 경고하는 건 너무 새로운 무빙이네; 업데이트 할 때마다 패치된 걸 경험하려면 매번 새로운 게임을 하라 이 말임? 붉사에서도 맛보지 못한 새로운 경험! ㅋㅋㅋㅋ
림월드와 다키스트의 단점만 가져와 만든 끔찍한 아스퍼거 탕후루 실시간 정지 시스템이어서 자동 스킬 ON 해놓고 자리만 잡으면 개 멍청하게 스킬 날려서 효율이 급감함 4명의 파티원의 스킬을 능동적으로 사용해야 하는데 몹 피통도 2계층부터 몹 피통이 갑자기 뇌절수준이라 피로도가 엄청남 개 멍청한 AI덕분에 전투가 길어지면서 스킬 사용이 많아짐 > 기력 부족해짐 > 스트레스 폭발 > 던전체류시간 증가 아주 불쾌함의 악순환을 잘 보여줌 그리고 왜 자연마법은 왜 근접해야 힐 줄수있는거임? 마법이 아니라 물리치료임? 스텟도 특성도 뭔 짬뽕인지 음식물쓰레기인지 구별이안감 전투능력치/생활능력치/기타특성이 빽빽하게 적혀있기만하지 시각적으로 파악하기힘듬 영수증 보는줄알았음 뽑는 과정도 그렇고 개억지 플레이타임만 늘릴 요소만 가득 배치했음 그리고 연구실이나 작업실같은건 품질을 왜 올려야함? 개쩌는 작업실에서 만든 템이랑 허름한 작업실에서 만든 템이 뭔 차이가 있는데? 전투할 때 불쾌감만 가득가득함 한 전투에 클릭이나 타겟지정 뒤지게 많이해야하는데 조작감도 별로고 불편함만 가득함 게임하는게 아니라 숙제 하는줄 알았다 이 불편함과 억지 난이도의 좆같음을 버티면서 "이 게임을 완벽하게 통제하는 나"에 취한 아스퍼거들이 아주 좋아할만한 게임인듯
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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
Honestly it's not bad. I didn't play the demo like a lot of people did but I always enjoy giving colony sims a chance for silly reasons. Tl;dr: It's less colony sim and more building a community center to keep your peasants happy before sending them to potentially die. So after the tutorial the game starts with your four goobers having a small plot of land to harvest basic things from and then everything else is in the dungeon. Your build space is covered by lore space blocking nonsense that requires yadda yadda yadda to clear so you have more build space. Build some things, build some storage, build some crafting things, and then send them to work in the dungeon. The dungeon system is okay, but honestly kind of tedious on the room-to-room microing. Don't get me wrong, if your gaggle of dinguses run into combat and you turned on auto abilities they'll get to work tearing enemies up and surviving, it's just having to constantly go room to room, put in a harvest order, etc gets boring quickly. I hope the devs will look at some sort of automatic settings we can set that the team you send will follow. Anyways after tearing through a bunch of random critters you portal them back topside, you build the base, you let them chill, and you take a day or two in game to let them get their nonsense in order before rinse/repeating. It's a healthy enough gameplay loop, just a little bare with EA status obviously. I recommend this game because honestly for the price and what the skeleton of this game looks like I can say it'll probably be a great game in a year-ish. It's already reasonable, it just needs time and affection. I've wasted far more money on much crappier games and so has anyone reading this review; give this a two hour shot and if you enjoy it keep it otherwise refund it if it isn't your cup of tea. Recommendations for the devs: Uncap XP, I know it's for the leveling fatigue debuff but it's obnoxious when you have to grind for an hour to level up part of your team because they've been stuck behind the cost function. Yes you can lower the cost but honestly nobody is going to do that because it's wasteful. Just let them perpetually keep XP or have a way to save the XP they generate when capped. Automate the dungeon. Going room to room, putting in a bunch of harvest orders, demanding they sleep, yes it's neat and all but does get tedious very quickly. Give us a function system where we can give directives that we can push a button and they follow until we turn it off. Team goes into dungeon, I've got them set to harvest every room, everyone sleep when the group energy is below 20 percent between all of them, disengage and heal if below this health value, etc. Piece-by-piece crafting is obnoxious. If I set a crafting order for 20 things I really don't see why my settler who can carry 100 pieces of physical lumbar in his/her/etc pockets now has to run half way across my base to grab one thing at a time, etc. If a table has a work order just have them bring the full set of what they'll need to complete that order and drop it by the table + lock it from other settlers trying to tidy it up until ordered to do so. WORKSHOP ASAP. I've had the luxury of working with the RimWorld team before the game ever touched Steam and we absolutely rushed Workshop functionality so the community could mod the game to be what they wanted; your game can also benefit a lot from letting your community work on their own interests while you work on the game and you should give them that freedom ASAP.
目前所有想买的都等一等,这游戏更新出了问题,说着很听劝,结果选择在没有新内容时做平衡,最关键是连角色伤害怎么叠的都不知道就削,削错位置了都不知道,如果它依旧选择不更新内容一味的平衡,最近有两个游戏的结局作参考(杀戮尖塔2,深岩银河:异动核心)
Bosses are too imba for me to recommend this atm. They spawn 8 billion adds that permastun your party so you just die and you are walled off from better gear because you cant beat the boss even if you prepare as well as possible. Go down to 6th floor then just wipe and die because you are perma stunned by the ten billion adds and boss makes this a waste of time where you cant progress. Boss adds need seriously nerfed and should not just spawn endlessly like a rockslide of bouldershite.
So, it's early access. The town management layer is... lacking. I don't really feel like I'm managing a town as much as I'm... slowly crafting buff through a time-consuming process. Maybe I'd like this layer more if there were more options to express player creativity or color or... I'm not sure. Just feels like something is missing. The dungeon lair is really hard. And not "hard" in a fun way. It's quite possible user error was involved. And it's also not all that fun to explore, either. It's just a series of rooms. I like the idea of what they're trying to do. But I have mixed feelings about its implementation. I played it for a bit, but that time was spent more being irritated with the game and liking it just enough to hope it might get better.
如果现在想玩的话不建议入,内容都还没做完,有兴趣可以看看视频网站的实况或者是直播了解一下。 以下是我的个人部分游戏体验: 游戏数值简直拿脚填的,各种折磨人,升级那部分简直就是灾难级别的设置,高级天赋的出率低到出奇,每次升级都要斟酌好久,不用sl根本玩不了。 角色立绘上,人类和精灵就不说了,狼人和蜥蜴人你要做给我做好了啊,狼人几乎长得一模一样,蜥蜴人还没有女性。 新手引导方面做得也很烂,初级的建筑方面没有提示,完全要从一堆陌生的ui里翻到那个指南,然后滑到最下面才能找到介绍 总之目前这个状态和价格是绝对不推荐入手的。
Wah wah wah boo hoo. Good grief some of these negative reviews are absolutely ridiculous. I'm glad I decided to ignore them and buy the game anyway. My thoughts? It's great. Tutorial was pretty straight forward, not too long or too short, gave you info as you go. I like having that familiar control setting to Rimworld, and having the ability cast controls similar to mobas like League. Also the skill slots are customizable. Seriously though, if your looking to try out this game, ignore these cry babies. They are so incredibly biased, and have the most ridiculous expectations for an early access game. My personal minimum for an early access game is that it runs and it is optimized. (Unlike AAA games these days.) The game can be tough. But that's how an RPG should be. I find it ridiculous how many people complain its not like Rimworld. Then go play Rimworld. >.> There are a billion mods there. And about the difficulty on floors, the players who complain "it's too hard" these players probably lack any strategy to engage enemies. Normal mode is practically perfect. I bet they even picked the wrong research to start, probably went down more floors practically naked and they give a surprised pikachu face when they die. I really doubt they even carefully read the tutorial. Art is great. Good music. Easy UI to learn. The fact I see some of these players complain that its too complicated is absolutely laughable. Devs, you made something great. I am happy to finally get my hands on a game that's more new and original, don't let these sob stories pull you down. Looking forward to the road map.
様々な改善点はあると思うが、個人的にアーリーとはいえこれは…と思うものが1つだけ。 壁越しの射撃。敵味方共に壁越し射撃は可能なものの、敵の数の方が多い関係でプレイヤーに有利に働く場面はほぼなく、これがなくならない限りこのゲームをプレイすることはないと思う。 1つ目のダンジョンはいい。2つめのダンジョンの間接攻撃ユニットは、基本的に数が多く、プレイヤーのものより攻撃間隔が短く、移動速度が速く引き離せず、なおかつ移動阻害スキル持ちで、ダメ押しに10秒に1度、近接されると逃げるという害悪っぷり。 これが壁越しに飛んでくるのはあまりに不快かつ凶悪で、(難易度にはよるとは思うが)ゲームとして成立しているか疑問に感じたのでおすすめできない。
レベル上げてダンジョンに潜りたいのにムード下がって発狂して即死する。低レベルのままダンジョン潜れってか?キャラのレベルアップ時につく刻印もゴミばっかりでセーブ&ロード必須。厳選しないとゴミ刻印付きまくって詰む。登用で出てくる仲間がレベルだけ上がってゴミ刻印ばっか付けてるゴミ多すぎ。登用全員レベル1でいいだろ。なぜか石が枯渇する。食べ物が腐る。肉が枯渇してリザードマンが草ばっかり食ってストレス溜めて発狂して即死する。他の仲間もムード低下の影響を受け発狂して即死する。人間族弱すぎ。「なんか面白そう」って何となく遊ぶと後悔する。私は後悔しました。このままではリムワールドの劣化ゲーでしかないのでおとなしく製品版まで待って下さい。リムワールドやってください。40時間プレイしたけどやっぱり面白くないしストレスたまる。
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