
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
Super fun and is a very chill and relacing game
I enjoy
Sincèrement, le jeu est très répétitif et un peu monotone avec un concept déjà vu revue. Mais l’ayant acheter à moins de un euro sur Eneba, je vais pas vous mentir, c’est un bon petit passe-temps. En plus j’aime bien, il est un peu d’humour
very good game, it has no glitches that ive found and its a long fun game
Gierka dla relaksu, zabicia czasu.
Esta bueno, Esta reseña la escribo en la version 1.3.3 y el juego ya tiene bastante para varias partidas Recomendadisimo si te gustan los juegos de gestion,
Can we have more room lay outs or have the ability to build the room size we want/pay extra into a already existing modules to increase the size of selected parts. I was thinking to build separate rooms to have stations that you can use for instance: A soul converter machine, where you trade in souls for gold/items/recipes/roomlayouts/mystery gacha that does all of them to the devil or machine. A monster mixer machine, mix random monsters to get exclusives ones, even include specific recipes to certain monster as a form of reward to the player. You can make it a challenge by forcing the player to have the monster be raised in the dungeon for a certain time period(1-3days), enemy heros that come in and kill it destroys, destroys it forever creating a little incentive to protect more in your dungeon. A egg hatchery can fall under the same exact way really too. A black market where you can buy potions/weapons/armor at random quality(restocks every round), use these items to equip your monsters or store them in chest to give perma buffs to those heros gain them. Heros will automatically replace the gear if its better then their current. A gold draining tube: a tube that slowly pipes gold out of connected chest from other modules A rare mid-late game research table at gives more 1 more research opportunity. Survival mode is fun but I would love to add some suggestions: Adding a perma death options for monsters, but you can give them lifes base on rarity(common:5,rare:10,etc.) so the spawners stay as spawners. After a round their life count gets resetted. It would make early game more intense, and forces the player to weigh their options more when it comes to researching. Adding a dungeon core to protect, using souls heals it or/and be used to upgrade it, adding passives to hero and monsters. Traps feel out of place in the game, they currently provide no benefit besides just damaging and hindering the heros, which is a overall net negative for your dungeon. They need a buff to make them worth while. For instance traps that damage heros makes them drop some of their coins, these coins can just be automatically yours or you can allow your monsters to pick them up(increasing their gold value for their next death). Teleporter Trap: you build one point and built another and connect them, whatever hero walks on them gets teleported to the other side Wall traps like a spear getting gabbed through, darts/arrows flying across(can give them debuffs), chain ball swaying back and forth knocking back heros Money trap that steals a random amount from heros, the higher the level hero the less gold you get. Wall Trap that cuts off a area for a certain time period. Random things to add for rooms and research: The ability to add walls in modules. The ability to research more cosmetics, wall, floor Being able to name Heros. A research ability a gilded door, its attracts heros to make them enter it first before any other doors in the room. Doors need a priority system, going off hero level is fine, but mid and late game it doesn't really matter and it acts like a normal door. This door would help this problem out, and it would add so much more customization to the dungeon.
Ta weno, ta facil.
Fun RPG theme manager game. Played through both game modes got about 60 hours of gameplay to complete all achievements.
I really don't know how to put this review, its a fun game but there's so many issues that could be resolved through QoL patches Pro's Super creative systems on making your own layout's. Concept of keeping the enemy AI happy, is very different, and i loved it once i got used to it. Progression is solid, easy to digest, solid infrastructure moving forward through the tech trees. Personalization from flooring, room themes, renaming creatures, and playing between a more casual or difficult experience. Con's (this is going to be much more expanded and i don't want this to be seen as negative, but more so something a dev could see as suggestions for changes) When editing your layout, not being able to move rooms just because they are connected to something else, maybe that's a game engine limitation but please if its not, revisit this, My suggestion is simply disallow they player from starting the day if all rooms are not connected to one another, an example of this would be, oh i really want this room over here now because players rarely go here, but its crammed between 2 other rooms, so i cant do that, unless i redo pretty much a fourth of the map in most cases, some times half The AI pathing, as mentioned in my previous point the path finding doesn't assure that all rooms get his, even if doors accessible and unobstructed, reducing possible income for said day at hand. Survival....this ones hard to peg down, because with how the game works i understand there isnt much you can do to make the game harder, but survival just feels more like, a tighter wallet rather than more difficult, why not increase monster/ai health, impose room timers for bosses, or something along those lines. Force Pause: i can get why some games need this, but its...well its really an idle game with extra bells and whistles, could i suggest a toggle in the settings for this?
Related
Related
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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