
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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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
This game is so good and it's only in Early Access. Lots of enemy varieties and combat is brutal, just how I like it.
游戏底子没问题,就是画面糙了点,还有就是没做完。
if rimworld and a JRPG had a baby, a really fun baby with hot lizard men.
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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
Muito bom, sinto que ainda falta mais variedade de heróis e atributos além de variedade de construcoes mas a idéia em si e o jogo é bem divertido, recomendo comprar em promo!
Very fun, needs a lot more content variety though
this ♥♥♥♥ peak
遊玩50幾小時,其實還蠻有趣的,種族和技能搭配,前期可能要養隻負重類輔助角色搬資源,後期轉養純攻擊角色速過圖推王,背資源角色可能要帶些增加心情裝備(主裝副裝概念)&露營資源部分、修裝資源,關心角色心情!?比較偏向慢慢農的遊戲,喜歡無雙撸過去的玩家,這款前期遊玩可能比較不適合,遊戲內容仍有成長空間
What an incredibly fun game. It mixes an old school style dungeon crawler with a colony simulator in a way that feels both enjoyable and fair. It really scratches the fantasy I get when reading Surviving the Game As A Barbarian! The only critique I really have is that when it comes to most materials, they don't have any particular reason to choose between them besides durability and their respective stat. The only materials that have any distinct difference is hide, the textile armors, the hard materials (bone/carapace/wood/copper), and achron. The lack of difference besides difficulty to gather and stat difference between carapace and bone is especially disappointing, as they're next to each other on the research tree, so I hope to see some kind of difference between them, as well as between regular and blood wood!
Ставлю лайк авансом, потому что: - игра имеет офигенный потенциал, если разрабы не забросят ее. - по текущему прайсу ее стоит покупать, если вы фанат Dwrf fortress и Rimworld - как я. Если придираться к мелочам, я бы предложил данж-лес генерировать по аналогии с Lair и Swamp этажами в Dungeon Crawl Stone Soup, а то получилась та же система комнат, но с другой прорисовкой. Также мне видится хорошей идеей со временем увеличить исследовательскую команду до 5-6 бойцов (например, с использованием технологий в late game)
Good base, if it grows well during the early access it can turn into an excellent game. I had no standout issues on the highest difficulty, but this is coming from someone who played Xcom on impossible for fun. Tactical RNG management is a fun challenge for me. Honestly I kind of think their may need to be a difficulty above it once the game comes out. I noticed people complaining about fatigue management, NGL i thought it was too easy because your characters only need like 2-3 hours of sleep a night. It is very *odd* that stamina restoration is flat instead of %, kind of punishes your characters for leveling up and getting more stamina. I'd recommend changing that. I like the artstyle. About 75% of pixel art games give me a headache, this one doesn't. Really wish I could figure out why some dont and some do. The portrait thumbnails are great little bits of art, a lot of fun personality in them. No blatant furry-bait which is good. Well, except for the merchant you can bring to your town. No identity politics either. Love the happy yellow lizard, give him a greatsword. The in game models are nice and distinct, except for the wolf-folk. They all look the same. Would be nice if that could be changed up some, different head shapes or fur colors? Human species passive sucks. Bonus XP doesn't have like any benefit since once you hit max xp for a level you stop getting more XP. This effectively makes it where its rare circumstances where you have one person level up instead of your whole team. Even when that does happen, it still annoying because having different levels across the team is dangerous for the lower level ones. This is even before considering the fact they get a mood penality when at max XP, which actually makes them HARDER to use than the other species, and turns their species passive into a net negative. I'd suggest making their level up prayers cost less, or they get like 1 free reroll in the prayers. Archer consume a LOT of goods for not being remarkably stronger than the other classes. I'd recommend making arrow crafting cheaper instead of buffing the class, the later would just make everyone use archers. A good QOL for the town building section would being able to copy recipe ques. I typically have multiple of a crafting table types, and its annoying to have to make my crafting que in all of them. Extra character beyond your base 4 don't really feel like they have a use. Its a pain to level them up, they can slightly speed up stuff at the village but it doesn't seem like they manage things while your squad is in the dungeon? Not that I've noticed at least. They just eat your food and there is no mechanic to make it where you need to change out party members, mood debuffs dont last long enough for that. Even the one where a squad member goes to the edge of death. Other QOL. Make it where you can set food consumption priority, not just if they eat or not. "Eat this food first, then this food." Give a basic wand tier so you can have mages early one. Feels weird they are locked several hours into a run.
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