
Crush monsters and get loots in the classic turn-based style of deep dungeons and high adventure! Grow the Dungeonmans Academy, a bastion of learning that expands as you play. Serious gameplay with a light-hearted atmosphere, combining the feel of history's great RPGs and dice-slinging adventures around the tabletop.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Come on devs, we're living in 2020's. Make bigger fonts and scalable UI already. The text on 1080p so tiny it's barely readable.
It feels so strange to have played this game for 12 years and have said nothing. Dungeonmans is greater than the sum of its parts and greater than any words I could use to describe it. The internet doesn't really know about this game, so it feels like every discovery you make in this world really IS yours. Besides these little secrets, it seems like every time I turn around, another brilliant addition to the game is made (and published in patches), like battle poultry, or new classes, or a daily challenge that lets you throw heroes into the void without making your graveyard any larger. I was there when they nerfed Mad Thirsty, I was on the dev stream offering to buy 5 copies for friends if they would nerf trigers (they wouldn't) and now, of all crazy fates, I check steamdb, I find that myself and a friend I bought the game for, are the last Dungeonmans. This game never got what it deserved, nor its devs.
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Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Core gameplay seems fun and I like the meta-progression by building the academy. But the humor is just.. bruh.. a game not taking itself too seriously is fine in small doses, but here it's way over the top and just feels cringe to the point that it kills my motivation to keep playing.
Very fun traditional roguelike. Some roguelikes take themselves very seriously. This game does its best to make it very entertaining too with a whole lot of silliness without detracting from its quality. Here you can have your own battle poultry for example....that is something not even the KFC has.
Love this game. One of the best pure traditional roguelikes there is. Once you get passed the satire, which is clever, there is a deep and challenging TRL.
I like this game, it has a lot of interesting things. Some sort of mix between traditional and roguelike games. Tons of content, humor and fun things. Negative part is clunky control. My last two death of high level characters were mostly due to those. By accident my range shot itself with special ability..quick and clean death. This happens due to some controls delay(in turn based game) that triggered ability is firing next turn. Second is clunk inventory system, it takes some time to find a potion of healing. And quick access toolbar doesn't help much. 10 slots with ability to scroll them but the scroll button is very small, hotkey is same as some system key. Pretty irritating.
This game makes me upset because I die in stupid ways. Great game.
Жопа тлеет от такой игрухи - наиграл немного из-за perma death , реиграбельность напрямую зависит от твоей менталки. Игра хорошо наказывает за беспечность и самонадеянность, делая мид гейм еще более интересным, боссов сложными. Минус в том что тратить время на до мид-гейма немного наскучивает.
Easy to pick up and get into Roguelike that has a nice open world, permadeath options, and lots of dungeons to explore with your badass chicken sidekick.
TL:dr; There is a game here, with a solid foundation. Unfortunatelly, the forced humour is not funny and the forced death mechanics even less. Only on sale and if you have nothing better to play. Graphics: 7/10 Graphics is decent on a first glance, but something about it is offputting. Either small fonts, lack of status signaling, I can't quite tell you what exactly - but something is missing here. Sounds: 7/10 Seems like sounds used by public libraries, which is fine by me. Music is meh, no VO. Otherwise sound does not seem to be any issue here. Gameplay: 4/10 Ok so meta progression with building the academy is good concept, on paper. In execution however, most of these rooms are visual or one-time use and it is hard to understand what you are gaining by actually improving them. Combat and movement is pretty standard, which is good. Magic is very limited, skills, and skill trees are virtually not existent. So few passive skills in here. Items fall into two categories - useful and useless. Thrid category is Legendary, a rare drop that you will maybe see once or twice. There is no smithing or alchemy other than via npcs, enchanting is limited and very weird, although some of it is nicely tied to the academy progress. So far, there is nothing very bad in here, although it would be great to have more skills and some decent crafting/alchemy mechanism. But then two major issues. The major mechanics of the game. Meta progression is tied to your character dying. Which sounds okay until you play a bit and realize that your best run ended out of the sudden because in the dungeon where you were wiping the floor with enemies, one of the encountered champions killed your well equipped toon with two hits. Since you don't know monster stats, since you don't know how hard they will hit you until they do, since you can't neither guess how hard monster is nor run away from the enemy, your character will simply die in this encounter. Initially I thought that it was a skill issue or bad rng on my part. But that happened to each and every character - one champion mob (a stronger version of regular mob) suddently killed them in few hits. I've realized that game enforces death of your character very early in the adventure, by simply spawning overpowered mobs without warning. And that just feels bad. Sure, die because you were too cocky. Die, because you run out of potions or forgot to use a skill or used it too early. You get dungeon sense warning about group of champions, but you will most likely be able to get them. You do not get a warning about a single champion mob with a company of a regular monster, which will kill your character in two hits. It is not cool. It does feel bad. It breaks your immersion, breaks your progression, forcing you to start over (but you can't use the same name for a toon again!). What's worse is that even if by a miracle you will escape that particular enemy, and try go elsewhere to grind exp and gold for better gear, you just cannot do it. You do not get a chance to enter lower level dungeons, you can ignore or clear them instantly for miniscule gain. And if you go to another similar level dungeon... you will encounter another toon-slayer at some point without a warning! So in conclusion, the main mechanics of the game that forces hero death is very not fun. But you know what else is not fun? The second major issue with this game is the build-in humour. Or rather, total lack of it. Skill names and descriptions, Item names and descriptions, dialogues, flavor text... it all is supposed to be funny, but is dreadfully lame. It is hard for me to think of other game with humour that bad, maybe only Dungeons of Dreadmor? So in conclusion you get a game, that could be fantastic, but crappy humour and forced sudden death just ruins it.
Players by region
Where this game's players are, estimated from review languages.
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