
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 692 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
very nice game has a lot of potential but it's early access so the game don't feel complete yet. I want the abyss to get exp too and pls develop this game until it's complete.
super
全体的によくできていて、楽しくプレイできた。 一部不満はあるが、今後に期待。 最初はエネルギー枯渇だったり、リザードマンが草を食べて気分の維持ができなかったりと問題があったが、 プレイしていくうちに解決策を覚えて楽になった。 ある程度高難度のゲーム設計だと思うので、それ前提でプレイすれば難易度自体は問題ない。 現状でいくつかサブスキル、印のシナジーがあるので、「理想の刻印」を取れば特定のビルドが組める。 例: 刃の精霊+大剣の突進旋風のクリティカルビルド 燃焼タンク(要塞のガードバリア+燃焼付与スキルや印) 近接ポーター(重量印と重り鉛印) PT全体遠距離ビルド 試して無いが他にいくつか思いつく。 クリティカルDot矢の雨 鈍器の通常攻撃クリ時めまいに特化させたビルド PT全体燃焼系 このビルドを考えて色々試すのが楽しかった。 ただ、現状ではシナジーの範囲が狭いので、ある程度シナジーが想定できるスキルなどの選択肢は増やしてほしいところ。 スキルポイント制で取得数は制限されるので、せめて選択肢は増やしたい。恐らく今後増えていくとは思うが。 ただ、そもそもビルドを組ませるようなゲーム設計ではない気もする。今後次第。 ■要望 ・ランダム性の緩和 レベルアップ時の刻印、キャラクター募集などのランダム性は高難度のゲーム設計と相性があまり良くない。 高難度である以上強くするためにロードの回数が果てしないことになる。 せめてリソースを追加することにより、それらを緩和してほしい。 刻印の場合は、攻撃、防御、ユーティリティ系などのフィルターをマナ石や他の特定リソース消費などで追加で使用できるとか。 キャラクター募集の場合は、金を使用して種族、Lvや、ステータス才能の一部、背景フィルターを使える機能とか。フィルター数が増えるほど消費リソース量増加などしてもいい。 金さえあればある程度理想レベルのキャラクターが募集できるなら探索するモチベーションになるとは思うのだが。 あるいは、レベルリセットポーションとかで高レベルキャラが募集に出てくる問題を解決するとか、リソースが増えた後に改めてキャラクターを再育成するとかも一種の緩和につながる。
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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 692 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is a ton of fun. A nice twist on the Roguelike and RPG classics. Feels like Rimworld colony management mixed with an RPG. Im super early in so there may be more. Be aware that the game is not forgiving. Youre going to lose units, get used to that idea. Combat is involved, you need to be watching the fights so your units dont stand in area damage and such. Progression seems clunky. I dont know that Im sold on the point-buy system. Going to a more dnd/pathfinder1 system makes most sense to me where you choose a class and when you level it up you get minor class changes more often and major class changes less often when you level up, but it feels like youre gaining something significant each time. Currently leveling feels kind of meh which is a shame since the game is a little punishing at least early on. Another thing I would like is better AI. Like if my toons are hungry they should eat, and if they eat they should prioritize eating in a dining room, or another seating area if its unavailable. They could have a default hunger number like 50% where theyll eat, and we could have the option of adjusting that. While idle it would be nice if the sought out tables and chairs to sit at and if near someone would chat, and if not maybe would seek out people working to chat with. Could do similar with energy levels. This all being said its a lot of fun, dont take this as a negative post. Im having a lot of fun so far.
祈禱半天半個有用能力沒有
На данный момент не открыл всё что есть в игре, но могу составить первое впечатление. Это, на момент 15.09.2026 сырая но очень хорошая заготовка игры совмещающая разные жанры с пока ещё довольно щадящей системой базы в виде окаузального RimWorld, Кланфолк и других похожих проектов. Играть можно уже сейчас, благо прям совсем неприятных багов не обнаружил. Визуал на любителя, не всем хочется ломать глаза об пиксели, но и комп ваш не сгорит от нагрузки. Для отдыха после работы заходит на ура.
Great game with a whole lot of potential.
great game if you like game like (rimworld. dwarf fortress. songs of syx ) i recommend but i did find some problems 1. i had to play the f1 floors for 8 time idk why but sometimes the floor completion didn't register I did them fully found the chest fight the mini boss collect every tree and grass idk why 2 because the heroes look so similar if they have the same hair colour (2 elf's Gray hair ) it would be nice if you could colour the names
好游戏,比紫色晶石里地牢长度短,每一层都有存档!棒,一级棒! 就是升级的费用实在太高,导致后期sl时间太久。 sl时间长其实也没什么,但是这游戏不像暗黑地牢,暗黑地牢角色死就死了,饰品比角色值钱多了。 这游戏升级成本摆在那里,不可能让角色死掉的。 既然如此,我的建议如下: 1.那急救包是不是可以自己制作 2.招募池子里面高等级角色能不能去掉,能让sl时间少一点。 3.拉长科技树,或者把高级建筑前期锁死,科技点了没石头材料其实很难受,你直接告诉玩家房间一级一级往上升比较好一些。 4.商人我还没玩到,不知道有没有,让仓鼠玩家食物烂在包里是大忌,商人搞快点,买卖损耗高点完全没事。 5.粘土太少,神圣药水一瓶要3陶罐?装饰种田也要粘土(虽然食物太多根本不用种田) 6.食物要给一些属性,不然种田真的一点作用也没有。 7.地面上房间加的心情在地牢里面没什么用,心情跟压力的阈值要再调一下。 8.高级个人房间是什么总统套房吗?占那么大的空间?心情+1?
Что ж, игра не простая, но очень затягивает Могу посоветовать людям которым нравиться RimWorld (хотя развитие поселение пока что скудное), darkest dungeon и stoneshard
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