
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.
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
目前内容过少,能量系统极其垃圾,动不动就要在地上躺一会,高难度简直折磨,但是创意还是很好的,目前还有一些很奇怪的问题。 例如小人只会检索地图上的材料数量,并不会管这个材料能不能获取到,如果获取不到就会一直卡在“正在制作——”然后在工作台挂机。 而且友伤机制更是不可思议,本身现在版本有强度的职业就那么几个,巨剑火法这种居然还有友伤,导致如果单纯F2A的话这2个职业基本不在考虑范围内。 等待后续更新吧,游戏玩起来还是很上头,就是roll点和升级刷属性有点过于折磨了,个人又不是喜欢SL的那种。 另外建议把房间系统做一个提示,每次要去翻游戏里的百科看还需要哪些东西比较烦,希望优化一下这种流程。
只能说在我这得分是6分,及格分,算不上好评,但给差评又稍显苛刻 优点: 1、虽然前排有人提到引导不够操作繁琐,但作为长期玩这类游戏的玩家而言,他的操作谈不上有多难理解,都是比较常规性的; 2、内容很稳定,目前玩下来没遇到什么bug。 缺点: 1、内容实在太少,无论是基地建设还是副本闯关,现在能玩的东西非常少——实际上这就理解为什么要把角色所有内容都设计成随机roll,因为可能本身角色随机构建就是目前本作最大玩点 2、操作虽然好理解,但却是纯在自动化不够的问题,比如最简单的,我要设置一个角色自动吃饭和睡觉的阈值,设置不了,只能要么手动强行操作去点吃东西和睡觉,要么干脆等到系统阈值(极低)触发之后才行——但系统阈值往往误事 3、有些设计过于简单粗暴而且缺乏回避方式——比如角色等级越高,“待遇期望”越高,然后就变成强行扣心情。不是,我给你最好的食物,最好的住宿条件,你到底还要什么待遇你倒是说啊?实际上我了解,就是因为内容缺失,所以这块本质就是强行增加难度。 实际上以上只是游戏内情况,只能勉强及格分。但如果掺杂游戏外的问题,就比较麻烦了: 1、更新慢。这游戏在我评价的时间点的前一次有效更新是8天前——作为一款版本号只有0.4的游戏来讲这个更新进度其实是属于极慢的 2、更新烂。也是很多人喷的。明明这游戏内容极度缺乏,有的是内容可以更新,结果制作组第一时间纠结于更新平衡性,而且是逆天的砍强度——不是,你是没事干了吗你管强度干什么?你是不明白你这游戏现在最大问题是什么吗?是因为玩家选了过强的BD导致游戏快速结束吗?不是啊是你东西太少啊。你正事不干你老惦记你那B强度干什么??? 所以如果说游戏内容可以打及格的话,那么加上最近大半个月制作组的操作,目前这游戏最多3分。 但考虑到制作组后面还是回滚了下,算是半认错,那最终给到5分,勉强先不给差评 但如果9月下半和10月还更新这么拉,那回来改差评
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Genres
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
Game is good as hell especially on harder modes, but sadly it needs a LOT of polishing, auto expedition is needed so u can train 2nd team in meanwhile otherwise recruiting is useless, some balance changes, resource farming changes so it is not a useless grind for stone, a lot of people seems to be frustrated cuz they do not see that u can find every room needs in guide, so maybe make it more clear? also there is almost no point with getting a lycan if u already have 2 mages healer and a tank like its just so much weaker to play anything else im pretty sure
I think it's worthwhile. I'm looking forward to the updates. I think for those who enjoy a challenge and don't mind being part of tuning proper balance, it's a great game.
A fun game, great Survival/Dungeon Crawler(both Genres i like combined). Unlike other Players i did not recognize issues/bugs yet, so i give it a overall positive review.
还行
很好玩上手偏難,字體偏小有點累費眼睛的精神時光屋
is a good game, i can see many potential. need more in-dept gameplay to enrich the whole experience. For now, the content is just okay... still need alot of improvement and QOL for the game. advice for dev: 1. need to plan the end-game of this game. Introduce multi-ways to end the game and advice player to start new set of game. If we go infinite end-game, then dev should really need a good repeatable grind gameplay and reward for player to continue. that's part of dungeon crawler settings right? Like the old-days D&D, super characters and gears.... 2. QOL, still need a lot of improvement, sorry this have to compare to rimworld, they are doing great job, suggest you can reference some of the QOL. replacing job on the command and so on.... I don't need to say more on this... 3. Characters who didn't join the dungeon run wasn't be productive during the section, maybe you guys can look into how to make the character progression for them when player was playing with busy with the dungeon run characters. 4. job and characters, I really like the setup but sometimes... i thinking can we have more backstories for each character joined. Can reference rimworld as well. e.g. if a fallen templar joined the team, the origin templar cult invade into the town to kill him.... just suggestions, but overall was a good start.
实际玩了60多个小时,不看攻略,新手困难模式开局,也算是通关了。 游戏挺好玩的,前期弹窗疯狂你提醒你食物不足,让你以为食物很稀缺,于是冒险第一件事就是多收集食物,后面发现居然可以用廉价的草来做粥,只是掉些心情,再加上可以无限探险,食物根本不难获取。优质食物开局就会掉落诸如怪物烤肉加高额心情.史莱姆布丁永远不会过期等等 心情系统,小人之间因为自身特性会产生各种各样的情绪,压力过高会崩溃,新手前期压根不用担心,不是主要问题。选人的时候不用太在意高心情加成的角色,比如乐观,这会扣角色的战斗相关属性,不值得。后期角色升级了,要求更好的待遇,就要重视起来了。探险深入时,给压力过高的角色吃加心情食物、特殊物品缓解,或者修建临时营地休整等等。 战斗系统,这游戏虽只做了前中期,怪物种类还算丰富,每种地形都可以做到不重样。目前通关用的是自然、水系、盾+钝器、弓手。其它职业也都体验过,伤害较高的有大剑,但命中率低。攻击距离稍远的矛,但灵活性较差。平时打架要注意拉扯,坦克去抗,C位瞄准敌人远程切后排。游戏中,黄字部分是官方内置的游戏百科,可以按住Caps LooK,鼠标悬停了解(重要),这是你了解怪物机制的关键渠道。每种职业都有自己的角色技能树,新手大胆搭配,不满意是可以重置的,重置灵药不难获取。技能树目前就是太短了,等官方多更新吧 角色养成就是抽卡,升级要抽卡,招募好角色也要抽卡,不满意就读档再抽。当然也可以懒得花费心力直接招募高等级角色,但略逊于你精心抽卡培养的小人。 基地建设这部分不算太突出,就是给玩家用于休息恢复、制作材料的地方,布局不重要,可以直接将整个基地围起来,什么宿舍、工匠、炼金都集中在一起,会少些制作效率。但由于小人在据点难以崩溃,你开二倍速挂机也没啥问题。总之精心规划据点布局,对你的战斗帮助不大。 地下探险,不同时间会给玩家带来各种特殊buff,有心情增减的、战斗的、资源获取的。可能我只玩了困难而非极难,实际游玩中影响不大。你也可以把地下建立的像基地一样,但是怪物会重复刷新,而且会刷你营地里。如果你在某一层待久了还会有敌人巡逻小队,都是些很恶心的怪,高移速专盯着残血追.高坦度或高减速怪,如果你刚经历完一场大战,那你可要小心了。。 游戏还是不错的,目前就是主要的关卡内容太少了.地形也不多,等开发组更新后我也许会再开一局。
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
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