
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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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.
Engagement
Reviews
Themes across 630 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
持续收集大家意见和建议中 开发组持续听劝中 继骰子锁定等问题听劝后 即将迎来部分铭文锁定和铭文系统的调整? 期待一波
ダンジョンクロールの上物に、サバイバルクラフトを乗せた、コアキーパーの亜種...のように見えて、RTSをRPGにしたもの...として良く出来てる。 弓矢の矢玉が無くなったら、現地で作業台を作って調達とか、 いかに快適なダンジョンでの寝泊まりを可能な資材を持ち込むか?とか、 斥候j役で敵を釣って、バリゲートを作って待ち構えて弓矢の雨とか。 兵站がシビアなのも良い。 特に、敵が敵を攻撃する挙動が入ってるのが素晴らしい。立ち回りで同士討ちを狙える。 また、スキルツリーも、シンプルだけど味が濃いタイプ。 韓国メーカーはこういうのは本当に上手い。 残念なのは、せっかくのリアリズムがあるのに、矢弾が壁を貫通する所。ここは改善して欲しい。 射線管理の妙味がちゃんとすれば、傑作になりそう。 ただ、EAでこの値段、クオリティなら、お勧め出来ます。良いゲームです。
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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 630 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
一款单机游戏更新全是强度调整,削弱一个技能可以直接削弱一半以上,感觉有跑路风险。
测试版没做完就开始平衡武器了真的搞笑,近战 法师没伤害 结果把弓箭削弱了。制作组吃屎吧
銘文系統根本是毒瘤,應該整個重新製作。一個角色一輩子只有 4 顆銘文,每次升級 5 選 1,藍色(稀有)出現率 2%。洗可以,但魔石不退,然後洗藍色銘文的代價非常昂貴。 銘文系統可玩性超級低,浪費2個小時在roll角色的屬性和銘文
아직까지는 컨테츠량이 부족한데 게임의 뼈대는 튼실하다고 느낌.
一款以地下城搜打撤为主,环世界的模拟经营玩法为辅,加以角色培养,build构成,这么一款令人眼前一亮的游戏。 针对当前的ea版本,对于我这个游玩二十多个小时的玩家来说,我的评价是,我觉得它值得一玩,但缺点也是不能忽视的,如果你要买这个ea阶段的游戏,最好了解一下。 这游戏我觉得可以分为三个方面,基地的建设,地城的探索和角色的培养。 那就先说基地建设方面。 最重要的就是繁琐的操作和毫无惊喜的重复劳动,我们需要前往地下城,搜索大量的资源,才能发展基地。 我觉得这相当恶心,不说前期拓展基地面积的材料难以获取,而是基地方面基本上对探险少有帮助,很多房间提高的制作效率,休息效率等等并不重要,因为并没有像环世界一样的敌人入侵,在基地的时间相当自由,也没法独立产出对冒险有帮助的优质装备食物,在这方面恶心玩家是为了什么? 前期因为基地面积不够只能随便搭建,而这里没有家具的移动选项,只能直接拆除,返还一部分的材料。这让前期拓宽面积后的规划本就不充裕的资源储备更加捉襟见肘,只能等物资稍微充沛一些再做打算。 而建筑材料除了最基础的木头,其他材料我们是无法在基地里获取的,这意味着我们要反复前往地下城获得最基础的建材,并且是大量,这毫无意义。基本要出好几趟门才能把一个现阶段品质的房子素材备齐。 击败第一个章节boss后,才能在家里安定的公会商人,居然只能卖点木头这种我们已经可以种植来批量获取的建筑材料,连基础的石头都没法购买,只能去地城挖点。相比之下,路边的小贩都能卖点石头。这个世界观是有禁石令吗,买石头只能做地下交易。 科技发展方面,要的素材其实比较好稳定获取,但问题是研究速度太慢了,虽然在地下城探险时基地也能同时研究,但前期只有四个人,必须全部下本保证安全的情况下,要等到升级冒险队到第五人才有所好转。 而升级冒险队所需要的贡献,做两个任务才堪堪比得上一次只要两百块的贿赂事件的贡献也是没谁了。而升到最后,发现最高也才6个人口,不知道为什么限制的这么死,想招个npc还得琢磨把哪个干活忙家务强的人才踹掉才行。 再说说地牢冒险方面。 依旧是类似环世界的战斗,不过操作部分加上了技能而已,但是也更加头疼,虽然技能有自动,但需要频繁地点击来切换站位,没有编队或者队形控制,每次进下一个房间都要调整一波。有些怪的aoe攻击有预警但是很容易来不及反应。角色有不少aoe技能,但不少都有友伤,放出来容易把队友干死,我玩的时候经常关了友伤技能的自动但会莫名打开,把队友坑死。 角色有个停留原地的选项,你不开角色会乱动,你开了角色需要追击怪物的时候又压根不动,需要手动调整,就没有追击怪物的按键吗,想要方便一点也不行,地城下的频繁的时候操作多的要死。 角色还要考虑饥饿,能量,装备耐久,压力这种资源,吃饭也就算了。能量就是并入了法力,醒着就会消耗,战斗会消耗,放技能会疯狂消耗,一般打完一层铺营地睡觉都是常态,第二张图有小怪会一直招怪把我能量都耗完了是真想死。 怪物也是超雄,设计的非常恶心,有的远程怪会poke,会减速只能靠远程打也就算了。第一张的远程怪还会减装备耐久,本来挨打消耗耐久就快,这下消耗更快了,看着稀有素材的装备耐久消耗都心疼。还有的会盯着你的血量少的角色打,我c位怎么老炸阿,只能帮忙卡位,但遇到远程也只能库库打药了。 最后角色的ai也很令人智熄,比如有时候砍树完不能直接顺手捡了,判定另外一个角色跑老远来捡,修个装备被别人修了直接把手上的材料丢地上,做点什么东西也要用一个一个拿材料,放材料,你们不是有背包嘛?放背包里啊!这点学环世界干鸡毛??? 冒险获得的材料需求大暂且不提,我说的这些也都够喝一壶了。 最后的角色养成,非常头疼。 制作者可能是想做成黑暗地牢那种吧,角色会永久死亡,招募也便宜,升级也快用起来不心疼,但问题是人口太少了,没有主力副队之分,并且看似角色很好养但实际投入非常大。 第一,角色有种族,背景,个性三种特质会影响构成。主要是种族,影响武器或者魔法的资质,降低技能点的消耗提高上限,背景次之,会给与少数的武器资质或百分比属性,法师的这点比较重要,只有法师和诅咒之子是三系魔法技能树,因为诅咒之子会降魔抗所以基本也是法师更好。 最后的个体,有些负面也相当大,必须筛选掉。在此之外还有技能树的要求,必须要对,暂时不能随便改,加技能树要降低角色的上限。 除此之外,属性天赋也很重要。天赋不够,某些不能后天提升的属性提升的上限会很低,比如某个属性决定能量,或者换个说法叫精力,体力,低了就很容易不够用。 以及是我们得要一级的,从一级开始培养,build的方向才能正确。 所以雇佣方面,并不是像暗黑地牢那样矮个子拔状元用着就行,不然强度很容易跟不上,有暴毙的风险,毕竟不能一直打低级本。 我想说的是,给个筛选阿,给个选定给个雇佣意向阿什么的不行吗,那么多人让我看,工会你真是个der阿,人才,我要的是人才啊!你宁愿从犄角旮旯里找那么多垃圾也不愿意帮我海选一下。而且到最后,这些人的特质也无法像暗黑地牢那样更改,一用就是一辈子啊! 雇佣决定了角色的基础,但不是全部,其他方面影响build的天赋技能反而是选择最少,无需折腾的,点对了就行,毕竟也没几个可以点出来,大不了重置,正常来说重置灵药很多,根本用不完,相信也不会有什么人会一直逮着寥寥几个技能改来改去。 最主要的还是升级,没错,在经验非常好获取的情况下,升级反而最为头疼。这玩意在有sl的情况下也需要海量的资源。 我们首先需要消耗一部分的魔石刷属性的成长,这部分由属性天赋决定,最多调调随机数,然后锁定,选最便宜的魔石消耗刷铭文,我相信铭文这点玩过的玩家应该都深有体会。不限制铭文池,貌似也没有根据属性职业绑定权重,我们只能一直刷,很多时候都是草原白云,这不能将就吧,那来点好的,结果悲催地发现完全不搭,远程给你吸血,输出给你格挡给你闪避,而且铭文同等级的强度差距也很大,常常备足魔石,刷个几十次,然后sl,一刷就是半小时,毕竟买定离手,完全改不了啊。 如果随便过度,那对于炮灰那是堪堪够用,但是要打造符合心意的冒险者小队,消耗的精力毫无疑问是无限大的,你也不想自己辛辛苦苦打造的build,暴毙吧?完全做不到说想暗黑地牢那样说我再随便找点人东山再起阿! 尤其是,玩家不知道某个铭文的强度时……用起来……吐血,真的会吐血……毕竟这游戏连个dps都查不了阿…… 最后吧,还有一个很打击玩家角色培养,build构成热情的东西,就是永久成长,比如力量,智慧灵药,比如曼德拉草,还有个别事件。都是目前我感觉无上限的提升属性的手段,投入到一个角色的话……我一个近战80力量,一个20力量,吓哭了,力大砖飞这一块。 还有装备方面,这游戏看似装备很多,但是基本差距不大,没啥选择,穿在身上的不少装备都是简单粗暴加血,连个效果都没得,偶尔有一两件加能量,加伤害,加防御,你就挑吧,没啥可搭配的,饰品无非也就是看看有啥属性,连特效都没得。武器吧,同种武器的比较也就是简单粗暴加攻击力,不影响技能和攻击模组。弓箭手甚至还要带上足够的弓箭,天生低人一等,没负重带太多东西,完美契合现实弓箭手需要力气大。 那么这就是我全部的吐槽了,一时间就想到这么多。
다양한 방향으로 성장하는 나뭇가지는 많으나 어느 나뭇가지도 새싹수준에서 벗어나지못함. 향후 나뭇가지들의 성장에 따라서 고봉밥 갓겜이 될수 있지만 있으니만 못한 시스템이 되거나, 진입장벽이 될수도 있어서 지켜봐야 할 게임. 림월드+배틀브라더스+스톤샤드+다키스트던전의 요소들을 섞었는데 조화롭지 못하고 따로노는느낌 배틀브라더스식 랜덤 직업/스텟 스톤샤드식 스킬트리 림월드식 정착지건설과 무드 다키스트던전의 스트레스개념 그러나 실제 게임은 축캐/망캐의 영향력이 너무커서 리롤/세이브로드 반복함. 스킬트리는 무기장착 조건때문에 한가지 트리만 타야해서 스킬찍는 자유도가 거의없고, 그냥 무기별 캐릭터로 봐야함. 정착지는 필요한 시설 지을거 다 지으면 더이상 할게 없음. 스트레스 개념이 림월드식 무드와 연결되어있어서, 계산이 가능하고 변수가 없음. 랜덤한 사건으로 스트레스가 증가/감소되지않음. 추천하는 이유는 앞으로의 성장이 기대되기 떄문임
格洛克一家过于恶心了。如果是从地图上召唤盟友也就算了,好歹可以先清小怪。什么叫凭空无限召唤?格洛克挑战者更是恶心,攻击高不说还集群出现,甚至还可以靠冲锋叠在一起,地形都卡不住,血越少伤害越高,打断满了奖励再打两只。 打格洛克长老心态打崩了,不玩了,等更新
It's fun, but I would wait till it's more polished because the issues assuredly make it unfun for many people. The concept is good but currently the UI, lack of QoL, and terrible AI get in the way. The only bad design decision is there's actually too much RNG. There are no constraints on character traits and abilities, and there are so many getting a good character is quite rare. The goal of RNG characters is to give them variety while still presenting some sensible options. Currently it's easier to roll gacha game equipment than a good character. UI------- Tooltips highlight key words, but don't tell you what they do. You need a wiki to make informed decisions or you can find out AFTER buying the skill by using it and looking at the status bar in combat, which itself is just a messy horizontal list of icons. There are no base building keybinds because they're used for combat. They should be multifunctional and swap when you're at the base. QoL----- Lack of formations means you're constantly fiddling with positioning even before you start a fight. It really needs a "save formation" that bases direction on your click and your party's current position. There is an auto-skill feature that's actively harmful because skill usage is proximity based, which is both simple and wasteful. Also no skill timer indicator. Hope you can memorize the timers of 16 skills. Misc.----- there should be an auto swap torch for a designated secondary when combat starts. Every time you find a new food you have to remember to set who can and can't eat it, in a game where some races have penalties when eating some foods. AI----- You're forced to micro 3x harder because basic features like "attack target" don't work like they would in say... any RTS. If you tell a pawn to attack something, and it moves, your pawn won't follow when on "hold position". You need to tell them to attack every time the mob moves. Sometimes, even on stationary targets, pawns like archers only attack once, then stop. They also don't remember their target between abilities, so if you need to focus a dangerous mob and use a skill, you need to retarget unless RNG breaks in your favor. I played on very hard, so the combat issues were much more noticeable. If you lower difficulty then none of that will matter since you won't need to micro. tl;dr game needs work, that's all. The framework is good, just check back in a few updates.
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