
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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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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 652 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I enjoyed what the game currently has on offer. The game is still fairly early, so give it some time if your on the fence for some updates. You can get roughly 20 good hours out of the game, but endgame/story stop happens fairly early and you only have access to the first 2 zones + an abyss mode as your only real way to grind stone for end-game rooms. I see some people complaining about "difficulty" anyone coming from rimworld will find this a joke, run a tank with taunt, a water/nature mage to heal, an archer for big dps, and whatever you want as a 4th wheel, the bosses do require some micro, but again nothing compared to other colony management of the same genre.
As someone who has played far too much Rimworld, and dabbled in other games of the genre - Dungeon Settlers definitely shows immense amounts of promise for the future with what they have going already. I really enjoy the safe haven - > dungeon with resources loop. Makes both the calm building aspects and stressful micro combat aspects feel complimented and necessary to each other. I think really the only issues I had with it was some QoL features that seem to be rapidly making their way into the game, as well as just the general lack of content in its early access state. I would also like to see a little bit more room for character growth/character attachment that I get from games like Rimworld and Xcom. Such as a bond system between two or more characters, a more fleshed out relationship system between them, possibly ways for characters to gain or lose positive/negative traits through gameplay and events. The devs seem to care about it, at least for now, so I am interested to see where it goes. I will be watching it VERY closely and expect to revisit this in about a year to see how far its come. I hope by then to do a full run! Good luck out there, Devs! Good work so far!
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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 652 reviews with recorded playtime.
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还行
パーティー4人操作(といっても強敵以外はほとんどオート)なので最初は慣れるまで時間がかかるかもしれないが、とてもよく作られている不思議なダンジョン。もう色々とゲームに関してフィードバックは出ているので、あえて付け足すとしたら、現状、旨味がさほど無いエンドコンテンツと拠点づくりにハマらなければどうあがいても20、30時間で終わる内容なので、この良ゲーを遊び尽くすなら正式リリースが待ったほうがいい。EAで飽きちゃわず、ゲームの更新に関心を持ち続けられるなら別だが。
I loved this game. Quick background: I'd never played a RimWorld-style game before, or anything where you control a colony and its settlers individually (Oxygen Not Included and the like). I knew they existed, I'd just never dabbled in them. So when I first bought this, I refunded it after like 90 minutes because it felt like it wasn't for me. Then I went to uni to do my midsem, and that evening I couldn't shake the feeling that I should give it another shot. So with some time to kill after mst, I thought screw it, rebought it, and actually had some patience with it this time. Holy crap, I love this game. It IS hard, and you will have to min-max certain things, but 39 hours later, here we are. Some thoughts below. Note that I play on Hard, not Very Hard, and my first run of 3 melee + 1 healer did not turn out great. **Some classes just aren't as strong as others.** I had a lot of success with 1 archer, 2 tanks, and 1 healer, feed everything [str potion, mandrake] into the archer as your main DPS while the two tanks hold aggro and try to stay alive. (On that note maybe limit the amount of time a single char can take these items, for exe you may only be able to take the str potion 3 times before drinking anymore doesnt give any benefit) **Destroying walls only refunding 50% of the resources** Unless you already know what you're building toward, your first base is going to get torn down and rebuilt over and over as you upgrade rooms. My second playthrough was far more enjoyable purely because I'd pre-planned where each room would go. **Knowing what to research** Why on earth did I learn how to farm before wooden armour? (ahem i def didnt do this on my first playthrough, trust) That would be fine if you could just take your time researching, but resources hard-limit what you can unlock. I'd suggest treating your first playthrough as a lesson. On your second, you'll know what to do, what to study based on your starting characters, probably wooden armour that suits your party first, then staff crafting ASAP. Having a healer and not having a healer make this two completely different games; I don't think this is playable without one. On that note, I really hope Healing Touch becomes a toggle rather than a permanent upgrade. The extra healing is nice, but it has a range of 1, so my healer keeps wandering to the frontline and dying, which is infuriating praise the skill reset potion. **Save scumming level-ups.** As other reviews have pointed out, you'll probably end up doing this and it's annoying. I'd much rather have a guaranteed drop Plentiful, for example, should give at least one green tier perk on level up. Green perks are 2x white ones while blue are 3x, maybe rebalance it such green are 1.5x and blue are 2x. And save scumming is also possible during ring/necklace crafting as you try to get the perfect stats and substats.
好玩。但是内容太少了,跟demo版相比没加多少内容。整体流程20小时就通关了,希望早点更新吧,刚上头就没内容玩了
まだ序盤なので、それなりに楽しめてはいるが、現状では仲間を増やすインセンティブがあまりない、よって作業の得意不得意をもっと尖らせ、拠点での作業にもスキルを設けるべきだろう、建築なら建築の、料理なら料理の、農業なら農業のスキルツリーを構築して、それぞれのスペシャリストを育成する必要性を持たせれば、それに特化した仲間を集める必要が出てくる。あと拠点への襲撃要素も加えれば、拠点修復や戦闘用の仲間も増やす必要が出てくるだろう。あと食べるものを選べるのは良いが、古い物から食べていくようにしてほしいのと、全員の空腹状態とエネルギーをまとめて見れるように要望する。
立意不错玩法可以但总体水平中下,欠缺打磨的游戏。 发展和科技还有材料绑定但是科技内容不多而且现有科技也只是对建筑材料和武器材料的替换,没啥新机制。这点其实无所谓毕竟还只是抢先测试,之后肯定会加新料。 玩下来最难受的点就是高等级角色过高的心情减益了。这游戏不少地方都有环世界的影子,但环世界也没把身份和待遇不符的心情减益调那么高啊?而且环世界里高身份小人是有数量限制的,你这游戏里练到后面大家都是满级,那我就得每个人都像供尊佛一样供着吗?你是真觉得玩家会费那个心力去给每个高等级冒险者都造个豪华大别墅然后还要专门造奢侈品生产线去提供心情吗?这游戏主体难道不是下地城打架找材料吗?
我算是了解為什麼那麼多冒險者被哥布林幹掉了。 LV4以上要有生存保障不然不開心,到底需要的是甚麼?單人高級房間嗎?說明有點不夠清楚。 遊戲好像有體積碰撞又好像沒有。常常怪物穿過前排去追後面的人。後面的人被堵在巷子想過又卡住。
So far I'm having a blast with the game, learning more each run and slowly progressing into harder and harder difficulties. I think game balance feels a little skewed toward easy and normal being far easier than hard and very hard, but there's quite a bit of enjoyment to be found as a fan of both Baldur's Gate (the combat) and Rimworld (the colony management). That being said; reading through some of the other critiques I agree with a few points brought up, but also wanted to provide some feed back as well through steam review. These points are not intended to be harsh, but I'm a fairly direct person so whoever reads these please understand that. 1: I would like to see a "custom" difficulty added, where you can modify the individual aspects of "hero damage", "monster damage", "mana gem requirements", "drop rate", etc. as that would allow more control over the difficulty provided. 2: I appreciate the upgrades to Expedition Member creation on game start, but I would like the chance to either manually select traits or a rare chance to roll the exclusive traits you can find via recruitment (Mercenary comes to mind), as not having access to all main traits feels a bit disappointing at times. Which is also leading into my next point: 3: As others have point out, the game feels currently to heavily incentivize creating one group of 4 core members then sticking with them. I'd could see quicker upgrades to colony size (and maybe a slightly larger starter area or easier access to Goddess Tears) and deeper dungeon runs requiring more time at base to clear dungeon dive after effect. That would be a way to keep the challenge, but push you to recruiting members earlier so you can have a second party ready to go if you need materials or food. I will add in that this from my eyes feels as though it could be excessive, but I'm not sure what other options you may have for balancing that out. 4: Finally, I'd like there to be a small addition to the goddess statue screen: "On level up your adventurer will gain "Expectations Level x: Mood -x"" as I was not expecting such a severe jump on mood reduction at 4th level from 3rd on Hard, as prior levels had been consistent. A small "alert" bubble over pray would be enough even for me, as more "controlled" information feels better in my opinion. Thank you for your time, and I look forward to putting in as many hours into this as I have on Rimworld!
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