
Build your own dungeon and attract heroes from all over the realm! Grow your business by exploiting every facet of your visitors' dungeon exploration experience. Will you be able to keep your evil dungeon business going?
Modeled estimate, not a reported figure. How we estimate →
About

In Dungeon Tycoon, you have complete freedom to build and manage your own dungeon. You not only design the layout, but choose the best places for whatever traps you decide to use, which monsters you will hire to face the heroes, and what treasures await those skilled enough to claim victory. Dungeon Tycoon is all about capitalizing on every second of every hero's adventure in your mighty dungeon.

Lure adventurers into your evil dungeon by summoning mighty foes, building huge and curious rooms, and a maze of deceptive opportunities. Watch how they perform and optimize every inch of your genius design. Ensure they don't go back empty-handed, so they keep coming back.

If your dungeon is a company, then your monsters are the employees. Summon unique monsters and attract groups of heroes to test their strength.

Create clever layouts, sell valuable items to heroes, and find the perfect balance between efficiency and quality. There are many different ways to make money in Dungeon Tycoon. Will you be able to keep your evil dungeon business going?
Create and design a devious dungeon to give the heroes from across the land an exciting adventure experience.
Summon and upgrade powerful creatures to challenge heroes in their pursuit to find the treasures that lay within the dungeon.
Research new stuff to unlock new ways of improving your dungeon.
Enhance the aesthetics of your dungeon with a variety of different decorative and cosmetic items.
Inspect and watch your visitors to see how you can further improve your design.
Sell potions and other various aids to your visitors.
Complete quests and unlock a bunch of vanity objects to show off your progression.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +5 more
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Now I can finally trap my enemies AND become a millionare
gud game very fun
이 게임을 하면서 느낀 점. 1. 베이스 캠프, 쉼터 느낌의 방을 만드는 건 의미 없다. 어차피 한 방에 주구장창 머물며 싸우기만 뒤지게 반복하다가 에너지 떨어져서 나가거나, 뒤지거나 둘 중 하나임. 필요해도 베이스 캠프 안 가고 그 방에서 못 쉰다고 찡찡거림. 다른 방 이동하다가 얻어 걸리는 부분에 설치하면 그제서야 간간히 이용하는 정도? 2. 버거? 에일? 이딴 거 만들 시간에 체력 포션이나 에너지 포션이나 파세요. 뒤지게 안 사먹고 유지비만 오지게 나옴. 3. 몬스터 컨셉 통일한 방? 몬스터 다양성 챙겨달라고 그럽니다. (여기도 정치적 올바름이 유행하나봄.) 4. 용사 파티 구성 테이블이 없으면 혼자서 뒤지기 일수. 빠르게 만들어봅시다. 하면서 가장 크게 생각한 것은, 진짜 너무 ai가 멍청합니다. 뭐 사 먹다가 몬스터 나오면 멈추고, 쉬려다가 몬스터 나오면 멈추고... 개빡침. 거기다가 피가 없으면 물약이나 후퇴를 하면 될 텐데 무조건 싸우다 뒤집니다. 방을 설계하고 운영하는 재미는 하나도 없어요. 즉, 용사가 다양한 방을 돌면서 그 방에 맞게 활동하는 걸 상상하면 진짜 재미없을 것입니다.
Bem legal, com atualizacoes bacanas
i love love love this game! i didn't even realize 9 hours has passed ;-; lol overall once u reach a certain point in the game it's like u're basically done. well for me~ i like redesigning my dungeon's layout! i also realized the heroes likes the change, too. AGAIN! I LOVE THIS GAME
FUN TIME KILLER
very fun
Im going to recommend this game with some big caveats: I know this game is still in development and has a roadmap but i feel like there should be some items in the research tree/or just changes to how mobs work, as well as some QOL changes for this game to shine. Disclaimer, i haven't looked online for strategies or min maxing, not how i like to do things personally. i feel like the game design should lend itself to discovering better efficiency, but im starting to hit some walls and might look online. Note i have been playing in Relaxed mode, and as you will see i don't think its really relaxing xD I feel like revenue generation is too slow. i don't know if i haven't found the secret sauce yet or what, but i have vending machines in multiple locations, and my prices are lower than the default. but it seems like heroes don't use them as often as they should. Almost no one uses the energy machines and they will sometimes go through the dungeon twice. Same goes for the goblin grill, i have had it in my "lounge/entrance" area and in the middle of an active combat zone, no one is buying food. if they do its maybe one or two. The only way i have seen improvement in revenue is simply hiking up the price to entry. no complaints from heroes yet but im sure ill find that ceiling soon. I found that putting health vending machine in the entrance with the grouping table has a huge benefit, as soon as a group is formed they go straight to the machines and stock up. i say this happens maybe 85% of the time. again they go up to the energy machines next to them and either don't have the money or don't want to pay for it, despite the prices being the same. Maybe i haven't found it, but i dont understand losing all the money at the end of the day that isn't claimed. I've been using the overlord perk to steal from chests, but this shouldn't be a thing unless you want a little extra boost. at the end of the day any left over coin should automatically be kept. Fun idea, merch vending machines to create a Giftshop would be funny. Sell balloons, plushies, hats, whatever. but a little revenue generation from them exiting through the gift shop would be funny. Also the weapon rack should sell weapons to heroes, Mobs. currently how mobs work is really annoying. I feel like the cost to level them up is too expensive for the return, i also feel, that like the heroes, they should naturally gain XP as well so the longer you have a mob active in a room the stronger it gets. Maybe award them a constant amount of XP at the end of each day, with bonus points for heroes they kill. It has gotten to the point where you aren't collecting enough souls to level up mobs strong enough to give heroes any kind of challenge. it becomes a gold farm simulator where you aren't getting any of the cut. We also need some dedicated BOSSES. again maybe this is something i haven't found yet but i think even day one you should get a basic boss mob that is strong enough to put up a fight with a group. I feel like the only way i can collect souls is to make one giant room, slam all the monsters i have in it, and hope they manage to kill enough for the souls to level. not something i want to deal with. Others have suggested things like Room timers, maybe better mob AI these too could greatly improve the experience. Research, I like the research tree idea, have X amount of guests to progress research, this is fine. i think researching decor should be changed to buying it in a shop window (after the revenue issue is addressed) i dont know, researching decor feels like a time gate when there are more valuable research items in the tree. This goes for the doors as well, why am i researching doors. More traps types would be cool as well: how about arrows coming out of the walls? swinging axes in the ceilings? poison gas leaks? Aside from these things, the game looks great. i love the color and design of the game, i think it would be nice to pay to restock the camping areas mid day to just keep people going. i think there should be more room themes and the themes should have multipliers for the popularity rating. i feel like the popularity rating is a slog in itself. I would recommend this game when its 50% off or more its a good sit down, turn your brain off and play. Im also recommending it because the last time i left a review, the following patch addressed nearly all my concerns so im really really REALLY hoping i can luck out again xD. i think with some time and development it could be really good. PRO TIP: A POV mode, where you can pick a hero and POV their dungeon run would be really cool. ill double check to see if this is a setting i missed but pretty sure it doesn't exist.
nettes kleines Bastelspiel
Related
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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