
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.
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 691 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tbh this game is really addicting. I found out about it from a youtuber I don't normally watch and I'm very glad I decided to check it out. I do wish split stack was a little simpler to use- could you add it to the right click menu? Also, a monster guide at the settlement would be neat, and some way to boost the spawn rate of certain mons so completing certain quests/gathering specific resources is easier.
内容暂时不够多,物品物流管理和操作都有点难受,战斗的技能释放也挺卡手的,也没有设定技能自动触发的逻辑类似的功能。。。。感觉要补好多qol功能,底子确实挺好的,环世界+龙腾世纪,移动指令也有点卡手,要求走位的机制,如果移动更到位之后不按原地停止,小人又会傻傻的回到攻击范围对拼。。。。真有点没招了,这个模板要是是回合制战斗就好了
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Stats
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 691 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
THE GAME IS GOOD but there is a lot of cooking to be done before it becomes great. I played on hard and the game dont really tells you much, like get a healer or that some enemy runs from melee characters so you need a ranger. I would love more ways of make you stronger like enchanting,refineing,rarity. I really like the lvl up feature so you cant just lvl up really fast and blitz the game. I like that the tear of the goddess to make ur settlement larger but its just that there is nothing out there some basic resource, would be cool to find other settlement or different portals.
Good game, lacks tonnes of QOL and gear progression gets stale extremely fast. Some monsters like the slugs are just over-tuned and if you have mainly melee guys, good luck playing the game vs them. Nerf the slugs pls : ), buff food storage preservation.
Der allererste Satz in der Steam-Beschreibung ist die größte Lüge seit "Morgen gehe ich ins Fitnessstudio". Von wegen „Koloniesimulation basierender Dungeon-Crawler“. Ja moin. Ja, man sammelt Loot und man zimmert theoretisch Kram zusammen. Aber das Ganze zieht sich so unnormal in die Länge, dass meine Schildkröte mich im Sprint überholen würde. Der Progress ist einfach absolut frustrierend und lahm. Es gibt bisher kaum was zu bauen und Auswirkungen aufs Gameplay? Gleich null. Deine "Kolonie" ist im Endeffekt nur Deko für die Tonne. Ganz ehrlich: Der ganze Aufbau-Part ist so unfassbar träge und langweilig, das hätte auch einfach ein stinknormaler Skillbaum zum Anklicken sein können. Hätte Zeit und Nerven gespart. Apropos Nerven: Wo genau ist eigentlich das Dungeon-Crawler-Feeling hin? Das kommt hier nämlich null auf. Das Spiel will "hardcore" sein, was ja eigentlich cool ist. Aber statt einer fairen Herausforderung ballern dir die Devs einfach tonnenweise nervige Mechaniken um die Ohren. Das fängt schon beim Tutorial an: Man wird mit Textbox über Textbox komplett erschlagen. Aber die wirklich wichtigen Kern-Erklärungen? Fehlanzeige. Die findet man dann irgendwann durch puren Zufall heraus. Und die Charakter bzw. Klassen? Absolute Katastrophe. Die unterscheiden sich gefühlt überhaupt nicht, sind einfach nur Statistik und enden eh nur als gesichtsloses Dungeon-Futter, während man ewig neue Leute ranholen muss, um überhaupt mal was Brauchbares zu bekommen. Dafür, wie wenig Content hier aktuell drinsteckt, ist der Preis absolut frech. Content und Preisschild matchen hier aktuell absolut gar nicht. [b]Pro:[/b] [list] [*]Die random generierten Level sind tatsächlich ganz nice. Sind aber lieblos gestaltet und es gibt eigentlich nichts zu entdecken. [*]Gegner-Vielfalt geht absolut fit, Abwechslung ist am Start. Gut herausfordernd, [/list] [b]Contra:[/b] [list] [*]Der "Aufbau-Part" ist ein absoluter Witz, purer Kaugummi-Grind und komplett belanglos. [*]Tutorial erschlägt einen mit Text, [u]erklärt[/u] (nicht zeigen) aber die wichtigen Mechaniken nicht. [*]Charakterbindung ist nicht gegeben und dann sterben sie auch noch wie die Fliegen. [*]Viel zu teuer für das bisschen unfertigen Content. [/list] [b]Fazit:[/b] Early Access hin oder her – wer hier den im Marketing versprochenen coolen Mix sucht, wird komplett enttäuscht. Spart euch das Geld, bis die Devs das Ding ordentlich umgekrempelt haben. Aktuell leider ein heftiger Fehlkauf.
Ich mag das Spiel eigentlich, aber der erste boss der golem ist zu schwer für mich wenn man auf normal spielt dürfte dieser nicht so schwer sein. Mir vergeht dabei die Lust am Spiel, also meine Kampagne ist auch im Eimer weil ich meine Kampagne nicht in Leicht umstellen kann, ein fehlendes Feature für Anfänger meiner Meinung nach.
Excited for what's to come with this. I think notes could be taken from games like Darkest Dungeon and The Last Spell here. -Multiple teams with longer recovery mechanics (to justify having multiple teams) would bring some life into the recruitment system. -Progressive unlocks of new items/classes/races/etc, within runs using the research system and outside of runs as you unlock new locales would be very welcome. -Longer dungeons to force the construction of shabby bases and recovery bonuses depending on sleep and room conditions, the chance to be assaulted by monsters at night (either at home camp, in dungeon, or both) forcing you to divvy up your forces depending on the risk. Magic classes having a facility to portent either of these scenarios. -Friendly units should not be able to occupy the same space. I think 4 is a good size for the party at the moment, and some of the above might even be on the roadmap, but I've only played for 3 hours and I'm writing this review the morning after. I see a lovely baseline here with some interesting mechanics that just need a bit more depth to sink my time into. Investing more into the home base as described above would also mean there'd be a better chance for the "production" side to shine. Looked at the road map right before hitting post and I think all of that stuff sounds great. Normally I'd wait longer to see how this cooks but I purchased and played this copy despite the other reviews because I want to support the team. I want this game to succeed, because if it at least survives long enough to get mod support, I or others could add whatever the hell we want ourselves a la Rimworld. Wishing you the best devs!
림월드 느낌이 많이 나긴하네욤ㅋ 다만, 세계관 스케일이 너무 작은게 아쉬움.... 정작지와 던젼을 오가야 하는데.... 그게 너무 획일적인거 같은 느낌이랄까...
困難模式玩起來挺有挑戰的 不錯 總體還是相當好玩的 但是平衡方面還得要多加強 弓箭單體最強 但是箭矢那個重量實在是卡到不行 就算能夠地下城直接手搓工作檯做木箭還是很麻煩 而巨劍跟矛明明是雙手武器 結果傷害還不如單手劍點天賦不拿副武器+35%物攻 一個巨劍是-20%命中導致輸出丟失極大 另一個矛是基礎攻擊的倍率只有75% 在困難難度根本沒有用這兩把武器的必要
久々に期待できるロープレが出てたね 時間が溶けていくほど面白い レベルアップ時のスキル固定機能をなぜ消した おかげでガチャ回すの大変になったぞ
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