
Dungeoneer is a nostalgia-invoking action RPG with an old-school style taking inspirations from games like Baldur's Gate, Warcraft, Diablo, and Runescape - complete with a full campaign, end-game difficulty, and multiplayer. Play solo or with up to 4 players in co-op or PvP.
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About
You, a wandering Hero of legend, find yourself betwixt the Void's swallowing event horizon. Fleeing to the land of Escher and reaching the town of Ingrim, you find the citizens in disarray - but there is hope - and your quest begins to end the madness of a nefarious Cult.
Choose from 6 different background Classes
Valiant - The Valiant are not afraid to lead charge in battle. With high strength and vitality, they make more than viable warriors.
Scholar - Educated, Scholars are naturals with magic. With a high intellect, they make proficient mages.
Vagabond - A Vagabond prefers to sneak up on their enemy but are still nimble fighters, making them dangerous in close range combat.
Pilgrim - The Pilgrim is a determined fighter with naturally high willpower. They use holy magic to fend off enemies and aid their allies, making them a welcome addition to any party.
Stalker - Naturally skilled with ranged weapons, the Stalker hunts their enemies from afar.
Cultist - A Cultist's haunting past grants them power over dark magic. To forsake their God is a testament to their willpower and intelligence.
Increase your rank in Talents to learn new spells and abilities
Tactics - Masters of combat, willing to charge into the fight head on
Trickery - Cunning, preferring to take out their enemies with a more subtle approach
Technique - A ranger by trade, experts with traps or a bow
Balance - A well-rounded fighter, favoring a balanced mix of brain and brawn
Virtue - A fighter empowered by faith and blessed with holy energy
Heresy - One who worships the Others, imbuing the user with shadow magic
Arcana - Brilliant mages, reality is subjective to them
Fundamentals - Talented elementalists that use spells to defeat their foes
Utilize Skills to interact with the environment in unique ways
Naturalism - Naturalists can harvest herbs found throughout dungeons to craft potions. They naturally gain a small boost to health, mana, armor, and resilience. They also naturally gain fire, frost, and lightning resistance.
Smithing - Blacksmiths have the ability to mine stones and salvage equipment for ore, which can be used for crafting or fortifying equipment. They naturally gain vitality, strength, agility, and health regeneration.
Religion - Religious heroes can interact with shrines found throughout dungeons, granting a boon for themselves and allies. Occasionally, they can identify relics that store boons to be used at any time. They naturally gain a boost to healing allies and themselves, as well as a significant boost to Holy and Dark resistance.
Enchanting - Enchanters can destroy magic items for reagents and imbue equipment with additional effects. They can also dispel magical barriers found in dungeons. They naturally gain intelligence, mana regeneration, and magic resistance.
Thievery - Thieves have the ability to steal from caches in dungeons and pick lockboxes for additional loot. They can also use secret passages to get around dungeons more efficiently. They can create traps and naturally gain agility, poison damage, and critical strike damage.
I've always been a huge fan of action RPG games as well as turn based tactical games - so it was important to me to create a game with a pacing that I enjoyed and that so many games seem to miss. Dungeoneer is intended to play at a slightly slower pace than most action RPG games, aiming to reduce button mashing while being visually appealing and immersive. Combat is heavily inspired by Runescape and World of Warcraft, where ability rotation and stat optimization heavily influences gameplay.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Is this a gag game? Much better games on phone or tablet for only a dollar.
Game is very buggy at the moment. Definitely not recommend buying it at its current state.
Wow fixed in one day now I can leave town the games now playable for me and looks great. Anyway to late in the day now but more as I play the game. Put a little time into the game now and I'm liking it. Figured out magic combat and healing. Haven't figured out enchanting but that should come. I think the game has potential. original review "Starting town was ok talked to people got quests all good. Then I tried to leave town all I got was an endless loading screen. Ok I though I'll quite and turn my graphics down same thing this time I left it running went away make a drink and some food still loading when I got back. For me this is an unplayable game."
現状ではお勧めできません。 なんとこのゲーム、オートターゲットがありません。敵をクリックする判定が厳しすぎて、戦闘がまた全く楽しくない。このジャンルでオートターゲットがないのは初めてでしたが、ないとこうゆうことになるんだなと思い知りました。戦闘が大部分のゲーム体験を占める中で、これは致命的と言わざるを得ない。 アップデートはしてくれているので、QoL周りの強化に期待して、返金はせずに寝かしておくことにします。 --------- I cannot recommend it as it is. Surprisingly, this game does not have auto-targeting. The detection of when to click on an enemy is too strict, making combat not fun at all. This was the first time I'd seen a game in this genre without auto-targeting, and I realized that this is what happens when it's not there. With combat making up the majority of the gaming experience, this is one thing that's fatal. They've been updating the game, so I'll leave it at that without a refund, hoping for improvements to the QoL.
Ok, so i understand the game is still in it's early development stages so i've taken that into consideration. It really needs a control menu though. It took me a while to figure out what the controls were bc there was no menu to tell you. Controller support would be nice as well, instead of the point and click option. Fighting as a mage is rather dreadful too. You can't get far enough away from the monsters to attack at a distance, so you're basically toe to toe and with the mage having low armor, you die pretty quickly. I don't know if there was anything i liked about the game, as for the most part it was rather confusing.
I recently dived into this 3D game created by a single developer, and I must say, there's something intriguing about it. Although it has areas that need improvement, it definitely caught my attention. The Good First, let's talk about the positives. The game launches me into an open world, inviting me to explore. The goblin area to the south was an excellent starting point. I encountered clever traps and dangers that really tested my skills and sharpness, something I greatly enjoyed. The combat, in particular, feels dynamic and satisfying, adding a good degree of excitement to the experience. The Not So Good However, not everything is perfect. At the beginning, I felt a bit lost. Starting without a clear direction or defined goals was disconcerting. I understand the idea of exploration, but a bit of guidance wouldn't have hurt. This lack of guidance became especially evident when I reached the goblin camp. Despite the thrilling traps and stimulating combat, I found myself overwhelmed in numbers and strategy, wondering, "What now?" Additionally, I had a frustrating moment as a stalker (ranger), trying to use ranged attacks. I tried to distance myself, the enemies just got closer. The worst part was that, when trying to weaken them while fleeing, they would disappear from my sight with their health completely restored, leaving me puzzled. If this behavior is an intentional design choice, I respect it, but it was definitely a friction point for me. What's Missing What I really think the game is missing is a unique touch that sets it apart from other similar titles. Although I enjoyed some of its mechanics and the world in general, I found myself searching for that special spark, the differentiating element that it has yet to capture. Conclusion For the work of a single person, this game is impressive. There's a lot of potential here, and with some adjustments, especially in terms of initial guidance and difficulty balance, I believe it could stand out. I'm excited to see how it evolves over time and will definitely keep an eye on it. Kudos to the developer for this great effort!
Over all a fun game for the price, all the character builds seem to be viable up to L 12 that I have played to. I'm looking forward to seeing this polish up but overall it has been a fun experience for me.
There is a single, non customizable character avatar available in character creation. It looks like the crying coomer meme. It's early days. Either get it and give feedback to help make this game as good as it can be or put it on followed games / wishlist backburner to see if it's abandonware. It's definitely past alpha but, barely. It looks like it's shaping up to be a coop game in the design of CRPGs. Abilities are slow to activate, enemies are dumb and the field of view is atrocious. I had fun but, I'm biased. I like this style of isometric zone crawl. feedback to dev The unicorn cursor is bad - you can't always tell where to click on things. Picking up items is difficult. Enchanting should allow you to add onto already enchanted equipment or it will be completely useless. That's all I got right now. See you in a couple months.
super early but very charming, fun game, bet u cant beat a single dungeon in there loser
Great game, just needs some more itemization and it'll be in that perfect spot to grind out on. Besides that, getting to the endgame feels clean.
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Trends
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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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