
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
デモ版から好評だったので待ちわびたEA版の発売 難易度高め&ランダム要素多め&操作が独特なため、やや人を選ぶかもしれないが、(開発者の思惑通り)ハマる人はとことんハマるであろうゲーム 自分の思うようにキャラを成長させたり、入手アイテムなどに一喜一憂できて非常に楽しい 操作はまだ慣れないが、動作は軽く、建設要素も期待できる 難点は、とにかくボリュームがまだ足りないこと 2028年正式リリースに向けてのロードマップらしいので、それまでガッツリ遊んで待つしかない 開発方針がとにかく高難易度を指向しているらしいので、デフォルトでハードモードを推奨されたりするが、自信のない人はノーマル以下に落として遊べば良い 最前線までクリアしたらハード以上で遊べばいい 現時点で気になるのは、複数キャラの操作が面倒なこと 特に5キャラ以上になるとステータスウィンドウの全てを同時表示できない(最大4キャラまで)のでかなり不便 ただ、ダンジョンには4キャラまでしか同時に入れないので、あえてそういう仕様になっていると思われる それから自動収納機能に不備があるのか、倉庫に運んでくれないこともしばしば ダンジョンから戻ってくると、なぜか拠点の広場にインベントリのアイテムをまき散らす仕様なので、これが正常に働いてくれないと非常に鬱陶しい あと開始時の3キャラは固定(?)っぽいが、一応、途中から解雇して別キャラを雇用できる しかしできれば自分で作成(選択)したかった EAなので改善されることを期待したい ランダム要素多めなので、場合によってはリロードの繰り返しになる 情報が豊富な非公式ウィキが存在しているため、それを見てしまうと気になる人も多いだろうが、あえて情報なしで遊ぶ方がより楽しめるかもしれない 一度ウィキを見てしまうと沼ってしまう可能性が高い リロードに疲れ果ててゲームをやめたくなったら、セーブデータをテキストエディタで編集するという禁じ手も一応可能 どうしても理想のキャラにしたいとかがあれば、そういう解決方法もまあありますよということで(データ破損は自己責任につき注意) まだまだ長く遊べそうなので、未クリア段階ではあるがおすすめしたい
still very very early but based on what i have seen from the skill trees there's a lot of good ideas that aren't %more damage unconditional boring upgrades, even though some nodes like that exist there are either tradeoffs requiring mindful decision making or are unique, skilltree pathing is also very mindful and i trust the devs are able to properly balance and design around decisions like that, i am worried about longevity in regards to the playthroughs? hopefully content is fleshed out and further developed i can see this game becoming very deep or very shallow depending on how much there is to chew on which would be very disappointing given the mechanics and systems in place
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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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What is that game? Rimworld + Darkest Dungeon + DnD-like class system. Sounds like the best game ever for a certain group of players like me. The catch is the game is still in early Early Access, so it's more of a vertical slice of the game at the moment, but if the developers manage to implement their update roadmap, I would put this game into the same tier as Rimworld with DLCs or maybe even higher depending on how much content it gets. Out of the currently implemented mechanics only 2 so far made my experience worse: - No line of sight requirement for ranged attacks for both allies and enemies, which just limits your combat formations and makes some fights really annoying because of enemies attacking through walls from the fog of war. - Your pawns die once they get downed after a mental breakdown or get a mental breakdown shortly after being rescued from being downed. Also mental breakdowns don't really give a catharsis mood buff so your only option to not have your pawns die due to getting 2 mental breakdowns in a row is to stuff their pockets with magic powder. I would rather maybe get some permanent wounds and think hard about whether I should retire the guy after we get out or if it's ok (like maybe my mage got -50% physical damage) than just see him explode and turn into a screen full of items. And maybe there would be some kind of dungeon even to fix them up (like getting to some secret room at the 4th floor with your barely functional guy taking up a party slot, so basically a challenge run). Or at the very least have the chance of them dying not 100%, because it's kind of silly for a seasoned monster slayer to be dying just because they had to have an oatmeal-heavy diet for a couple of days and it was raining. Now some of the things that I personally would like to see in the future: - More horizontal progression, not just next tiers of items. Like maybe some extra weapon types, some weapons that function like hybrid weapons (for example a sword-spear that can use sword and spear skills, or a magic staff that can also use club skills), some more resources that offer different pros and cons. Like maybe make some not super powerful material that is super resistant to acid, and make all the other materials break extremely quickly when taking acid damage. Or make a super light material and an enemy that reduces your max weight capacity, so instead of simply upgrading we could have some "easy mode" materials for certain enemy types. In Rimworld for example, some materials are great for blunt damage but trash tier for slashing damage. Basically, I just don't want the progression to be grind new ore - craft new gear-beat the next floor-repeat. - Some optional dungeon content would be really nice to have as well. For example multiple bosses on a single floor, but a few rooms before you reach them there would be some clues to what exact boss is ahead. Or maybe just multiple possible bosses for each floor. - It would be nice to see some occasional challenge event for the hub base, like Rimowrld raids or environment conditions basically. - Some utility classes, like maybe a stone mage that can build ugly permanent room structures and block passages, or some alchemist that gets bonus drops on monster last hits / resource gathering but the con is that you have to put all the levels into it so he would be wasting a team slot and significantly bringing down the average combat power, or maybe some explorer/scout that can track down specific monsters or resources. In Rimworld of Magic for example we have a chronomancer that can timeskip crops or rewind health, or a geomancer that can drop meteorites which is a great offensive spell but what's really important is that those meteorites have cores made out of precious metals and you can specifically make a build around maximizing that. Or a necromancer that can supply infinite tireless workforce that can also be useful as meatshields in combat as their secondary function. Now I understand that those classes would be too broken without adding mana system which you may not want on a conceptual level, but it's not about the exact classes and more about what I mean by utility skills. If my chronomancer is gonna just have a Repair Gear skill that consumes just mana stones to repair everything on a character, that would already be worth it to spec into. Overall, the game has a lot of potential. Will it realize that potential only the time will tell. The planned modding support could also be huge.
yep if you like rimworld or just want to get into colon sim i recommend it. it's bit annoying with it early game yet it so much fun. my only con is sadly it uses ai for the translation
6 hours in, and so far, not bad? Some of the mechanics are a little weird, but some of that is my fault for not reading some of it correctly. Its much more of a dungeon delving game than a base builder, IMHO, but it certainly has both elements? If you like this sort of game, I'd recommend it - but with caveats that will hopefully resolve once it leaves Early Access Most of my current gripes are mostly about how they chose what is available in early game, plus like I said, quite a bit doesn't feel intuitive to me? But there's a decent amount of variety for an Early Access game so far. Hopefully they will expand upon all of it a lot. They limit progression via the Tech Tree, which you advance by collecting purple books. It's okay as a mechanic
아기자기한 첫 인상과는 다르게 다키스트 던전마냥 뒤지게 어려운 난이도가 Alt + F4를 누르고 싶게 만들게 함. 의도한 난이도 자체가 매우 어려워서 밸런스가 좀 안 맞는 부분이 느껴지다 보니 평가가 좀 박한 것 같긴 하다. 근데 내 취향에는 재밌는 요소가 많이 들어있고 얼리엑세스인걸 감안해서 앞으로 조금씩 발전하면 좋겠다.
好玩,但係會彈game
游戏挺符合我胃口的,就是不知道啥时候杀了一个怪物导致游戏一直处于卡顿状态,想提交BUG但是无法登录网址。 2026-09-07 21:44:28 [Error] [EntityDataContainer] GetWorldPosition Error! Not Found Guid 878af7f7-9eee-43e6-b95b-8361737948e8 in Map Dungeon UnityEngine.Debug:LogError(Object) Refactor.Main.EntityDataContainer:GetWorldPosition(MapType, Guid) Refactor.InMapDataInterface:GetLogicalPosition(Guid) Refactor.<>c__DisplayClass9_1:<InCombatableArea>b__1(IEntity) Util.ConditionFilterBatcher`1:ExecuteCurrent() Util.BatchProcessor:Tick() Refactor.Main.EventProcessor:Update() Refactor.Main.MainFlow:Update() 2026-09-07 21:44:28 [Error] [EntityDataContainer] GetWorldPosition Error! Try to Find position in Base UnityEngine.Debug:LogError(Object) Refactor.Main.EntityDataContainer:GetWorldPosition(MapType, Guid) Refactor.InMapDataInterface:GetLogicalPosition(Guid) Refactor.<>c__DisplayClass9_1:<InCombatableArea>b__1(IEntity) Util.ConditionFilterBatcher`1:ExecuteCurrent() Util.BatchProcessor:Tick() Refactor.Main.EventProcessor:Update() Refactor.Main.MainFlow:Update() 2026-09-07 21:44:29 [Error] [EntityDataContainer] GetWorldPosition Error! Not Found Guid 878af7f7-9eee-43e6-b95b-8361737948e8 anywhere return Zero position UnityEngine.Debug:LogError(Object) Refactor.Main.EntityDataContainer:GetWorldPosition(MapType, Guid) Refactor.InMapDataInterface:GetLogicalPosition(Guid) Refactor.<>c__DisplayClass9_1:<InCombatableArea>b__1(IEntity) Util.ConditionFilterBatcher`1:ExecuteCurrent() Util.BatchProcessor:Tick() Refactor.Main.EventProcessor:Update() Refactor.Main.MainFlow:Update() 2026-09-07 21:49:43 [Exception] KeyNotFoundException: The given key 'None' was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <00000000000000000000000000000000>:0) Refactor.Tick.ExecutionSystem.ProcessNode (Refactor.Combat.ExecutionProcess.ExecutionNode node) (at <00000000000000000000000000000000>:0) Refactor.Tick.ExecutionSystem.IterateProcess (System.Collections.Generic.IEnumerator`1[T] iterator) (at <00000000000000000000000000000000>:0) Refactor.Tick.ExecutionSystem.Tick () (at <00000000000000000000000000000000>:0) Refactor.Tick.TickFlow.Tick (System.Boolean logicalRefresh) (at <00000000000000000000000000000000>:0) Refactor.Main.TickFlowHandler.Update () (at <00000000000000000000000000000000>:0) Refactor.Tick.TickFlow.Update () (at <00000000000000000000000000000000>:0) Refactor.Main.MainFlow.Update () (at <00000000000000000000000000000000>:0)
Very fun with decent production management, similar to rimworld + dungeon crawling. Early access has pretty limited options, looking forward to this being built out with more classes, abilities, dungeon floors, and production/research options.
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