
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
A really fun game that blends genres, and systems from other games, well. For Early Access, there is plenty of content available, especially on harder difficulties. This is not a Rimworld clone, but if you enjoy the settlement management of Rimworld, it does lean on some aspects of the game. The core gameplay loop is to enter the dungeon and find resources, return to your settlement and build it up with those resources. Equip your Expedition with better gear, take care of their mood and needs, and then dive back into the dungeon to go further than you had before. I'd recommend this game to anyone who enjoys the settlement management and dungeon crawling genre of games.
我不會推薦,玩一下子就覺得乏味了,作業感很重,重複性很高,實在太閒又沒有朋友約的時候可以摸一下,我到底買這個幹嘛?
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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
垃圾,制作极其粗糙,玩法非常单一,完成度半成品都算不上,而且宣传上恶意蹭环世界的热度号称带地下城的环世界,恶心,它比环世界就好比扫雷比魔兽世界,完全是垃圾,尝试都浪费时间。 Garbage, the production is extremely rough, the gameplay is very single, and the completion level is not even considered as a semi-finished product. Moreover, in terms of promotion, it maliciously borrows the popularity of Rimworld and claims to be Rimworld with dungeons, which is disgusting. It is like Minesweeper compared to World of Warcraft, completely garbage. Trying it is a waste of time
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
It's still in early access but it's a lot of fun. Currently you can only level your characters to lv 5, and the game is about two years from being released properly. Leveling up has the randomness of a roguelike which I enjoy. You CAN reroll the permanents buffs(called inscriptions) you get before you commit to one, but it costs resources to do so. For me this is a big plus but there are a lot of people salty about this.
Really fun game! Excited to see what all they add by full release.
体験版経験&深淵20層を完走(30時間程)しての感想。 ゆるくクリアするなら~! ▢キャラクターに関して [spoiler] ・キャラ雇用とレベルアップでセーブ&ロードを繰り返して厳選。 (雇用はレベル1のみ) ・共通でレベルアップでLv1→Lv2「完璧な刻印」。 ・アタッカーはレベルアップでLv2→Lv3「死刑の刻印」。 (大剣なら嵐の刻印も良し) ・必ず1キャラは「回復の刻印」持ちがいること探索持久力UP。 (それまでキャンプキットも優先して作ると良し) ・「水」&「潮汐」スキルのキャラを作る。 「召喚」でタゲ分散&バリア付与。 ・「自然」&「調和」スキルのキャラを作る。 「上級最大積載量刻印」&「上級クールタイム短縮刻印」で回復&荷物持ち。 [/spoiler] ▢気分の管理 [spoiler] ・消費ポリシーでエルフは肉禁止、リザードマンは野菜禁止。 ・ゲームガイドの部屋タイプを確認して、 各部屋を建設すれば「気分」を維持は楽。 また雇用時に「陽気な愚者」持ちもいれば尚に良し。 ・「基本モンスター料理」で気分上昇の高い食事を用意する。 キャラがLv3ぐらいまで上がったら「上級木造住宅」を目指して研究、施設更新。 ・深淵1層まで進めば大量の石も手に入る。 [/spoiler] 上記を試すとエルフに大剣持たせて突っ込ませたり、戦闘を2倍速にして楽に遊べます。 2周目からは厳選せずに流れで遊んでみると、 難易度がハードになって、またプレイ時間が伸びる伸びるになると思います/(^o^)\
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.
Very good (and addictive) base build/exploration game, recommend!
Been waiting for this one ever since I saw the dev post about it on reddit and played the demo. So far is as promised. Progression takes a long time but doesn't feel oppressive or anything, will keep me busy for a while.
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