
Dungeons & Bombs - challenging puzzle game where you need to save your king (or princess?...i am not quite sure) and not to blast yourself up
Modeled estimate, not a reported figure. How we estimate →
About



Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Engagement
Hours played at review time, across 31 reviews with recorded playtime.
Reviews
Dungeons & Bombs is Sokoban (Bomberman) puzzle game. I must say that the presentation of the game is very nice, the intro is funny, the graphics are cool, the CRT effects are a fun addition and the music while somewhat repetitive isn't too bad. It's a nice little puzzle game that doesn't cost much, but being not very good at those type of games, it wasn't that enjoyable to me. There is a vague story at the beginning and at the end, a few funny and repetitive quotes between levels, but that's about it. This is more of a mixed review because some of the levels are repeated, if they're 100% the same or just very similar I am not certain, but I'm pretty sure one of the level is just copy and pasted 3 times, so it's not exactly 50 unique levels. Considering the full price of the game and that the game has no bugs (unless you count the extra move you can make at the end sometimes), it's still an enjoyable experience. Overall, funny little Sokoban game, if you enjoy puzzles there's a good chance you enjoy it.
Отличная головоломка у которой нет минусов, кроме продолжительности. В игре есть отличная музыка, весьма добротные арты, ближе к концу появляются сложные уровни; что ещё надо для игр подобного жанра. В игре присутствуют 50 уровней которые тяжко пройти на одном дыхании, так что за 42 рубля , а то и со скидкой - вы получаете отличную игру на 1 - 2 вечера. 8/10
Dungeons & Bombs is a compact, logic-driven puzzle game that deliberately strips its design down to fundamentals, then challenges players to master them through precision and foresight. Developed and published by PigeonDev, the game blends grid-based movement, strict action limits, and timed explosives into an experience that feels rooted in classic puzzle traditions while still carving out a clear mechanical identity of its own. Rather than overwhelming the player with systems or narrative exposition, it focuses almost entirely on the satisfaction of solving tightly constrained problems. The core gameplay revolves around navigating small, dungeon-like rooms where every action matters. Each level gives the player a limited number of moves, and every step taken, bomb placed, or interaction performed counts against that total. Bombs explode after a fixed number of steps, forcing players to think several moves ahead and plan not only where to place explosives, but when they will detonate relative to their own position. This creates a strong emphasis on sequencing and spatial awareness, as poorly timed actions can quickly lead to dead ends or self-inflicted failure. Success rarely comes from improvisation; instead, it demands deliberate planning and an understanding of cause and effect. As the game progresses, the puzzle design becomes increasingly demanding. Early stages gently introduce mechanics and allow room for experimentation, but later levels tighten constraints significantly. New obstacles, enemy placements, and environmental hazards complicate otherwise simple layouts, often requiring near-perfect execution to succeed. The difficulty curve is unapologetically steep at times, and the lack of an in-game hint system means players are expected to persist through repeated failures. For puzzle enthusiasts, this can be deeply satisfying, as each solved level feels earned through reasoning rather than luck. For others, the trial-and-error nature of some challenges may verge on frustration. Narratively, Dungeons & Bombs adopts a deliberately absurd tone. The premise centers on a bomb-loving knight repeatedly rescuing a bearded princess from various dungeon threats, played entirely for humor rather than drama. The story exists mainly to provide flavor and personality, surfacing in short text segments rather than driving gameplay. This lighthearted framing helps soften the game’s rigidity, offering brief moments of levity between mentally demanding puzzles without distracting from the main focus on mechanics. Visually, the game leans into a simple pixel-art aesthetic that prioritizes clarity over detail. The grid-based layouts are easy to read, and all interactive elements are clearly distinguishable, which is crucial in a game where a single misstep can ruin an otherwise perfect plan. The art style evokes classic puzzle and dungeon games, reinforcing the sense that this is a deliberately old-school experience. Optional visual filters, such as a CRT-style effect, add to the retro flavor, though they are more cosmetic than essential and may not appeal to everyone during extended play sessions. Sound design is minimal but functional. Explosions, movement, and interactions are accompanied by straightforward effects that provide clear feedback without cluttering the audio space. The soundtrack is subtle and repetitive, designed to fade into the background rather than demand attention. This restraint suits the puzzle-centric design, allowing players to concentrate fully on problem-solving without distraction, though it also means the audio rarely leaves a strong impression. One of the game’s most notable traits is its refusal to overextend itself. There are no sprawling mechanics, branching systems, or evolving rule sets. Instead, Dungeons & Bombs explores depth through limitation, asking players to extract maximum efficiency from a small toolkit. This approach gives the game a very focused identity, but it also leads to repetition for players who crave mechanical variety or escalating complexity beyond tighter constraints. Some levels can feel like variations on familiar ideas rather than entirely new concepts, which may limit long-term engagement for certain audiences. Overall, Dungeons & Bombs is a game that knows exactly what it wants to be. It is a lean, challenging puzzle experience built around precision, planning, and patience, wrapped in a layer of self-aware humor and retro presentation. It will appeal most strongly to players who enjoy Sokoban-style logic, grid-based problem solving, and games that demand careful thought over reflexes. While it may lack modern conveniences and broad appeal, it succeeds on its own terms by delivering a concentrated puzzle experience that rewards persistence and clear thinking, making it a worthwhile entry for fans of classic, no-nonsense puzzle design. Rating: 6/10
光是开头一分多钟没法跳过的剧情就够让人烦躁了 上来第二关直奔终点每次都是死+被公主(?)嘲讽,看了攻略才知道要绕路 bug太多,有时突然就暴毙 直接看攻略过了,人生最痛苦的半小时
Eine Prinzessin mit Bart. Wer wagt sich da nicht auf die gefährliche Reise. https://youtu.be/HbKjq-Jqm28
I went through the 12 stages and it was hard but satisfying
GUYS!!! this is my Favorite game of all time!!! The 15 puzzle is pretty tricky left me stumped!! Gets a little scary at times but other than that it is pretty mellow, i liek the challenge!!!!
Game heavily inspired by sokoban puzzles, but with few additions - so plays a little more interesting
D&B feels like a missed opportunity. I really like the idea and style of the game and it’s very fun at its best. But the game has enough issues that make it feel incomplete. Firstly, there are 50 levels but 4-6 are literally copy pasted from the previous levels. It feels like the game HAD to have 50 levels because that number looks better in the description. I’d have preferred having 45 levels instead of insulting people’s intelligence like this. The game also has a major bug that invalidates all the levels. It’s very easy to pull it off unintentionally. But honestly, I’m not sure I’d have been happy if the bug wasn’t there. Some of the levels are annoying without this exploit. The game doesn’t have a redo button or a hint system, it makes it frustrating to die and repeat entire levels again. I started using the bug intentionally when I’ve had enough of certain ones. The game could have easily been better if it had more time in the oven to work on it. But then again, the normal price is €1 and I got it with the current sale of around €0,50. It’s pretty much given away for free and I 100% the game within 2.6 hours. I’m glad all the achievements activate without any issues. It’s worth giving the game a try, enjoy the parts that were good and exploit the bug once you’ve had enough.
ОДНА ИЗ УЖАСНИХ ИГОР НЕ РЕКОМЕНДУЮ ПРОХОДИТЬ ЛУДШЕ ОБОЙДИТЕ ЕТУ ИГРУ 10 ДОРОГОЙ
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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