
Roguelike twist on tile-matching puzzle games. Collect relics. Learn spells. Unlock new equipment. Fight bosses and monsters. Use your abilities by matching tiles, creating combos, and solving puzzles!
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Amazingly fun game, bit RNG heavy, especially when it comes to the timed mode. But the non timed modes are a lot of fun. Well done dev! I look forward to seeing Dungeons & Jewels 2 at some point!
Sorprendentemente bueno, al principio decis "Ah es un candy crush roguelike" y de la nada estas haciendo combos de la puta madre oneshoteando a satanas, la verdad, juegazo
意外地好玩!三消加打怪本來就很有潛力,配合適當的裝備、機制、成長要素,就像這款遊戲一樣,令人一玩就停不下來。
Dungeons & Jewels is a cleverly designed hybrid that blends match-3 puzzle mechanics with roguelike structure and light RPG progression, resulting in an experience that feels familiar on the surface but surprisingly deep once you engage with its systems. Developed and published by JJJ, the game takes the instantly recognizable act of matching colored gems and reframes it as the core engine for dungeon crawling combat. Instead of simply clearing boards for points, every match directly influences battles, making each move a meaningful tactical decision rather than a mindless pattern exercise. The heart of the game lies in its puzzle-driven combat. Enemies are defeated not through traditional attacks but by matching specific jewel colors and sequences that trigger damage, spells, or defensive effects. This creates an engaging layer of strategy where players must constantly balance offense, defense, and setup. It is often not enough to simply make the largest match available; planning future turns, breaking enemy shields, or preparing a powerful combo can be far more important. This approach elevates the match-3 formula into something that rewards foresight and adaptability rather than speed alone. Structurally, Dungeons & Jewels embraces roguelike design principles. Each run is relatively short, but densely packed with decisions that shape how the journey unfolds. Procedurally generated dungeon branches ensure variety, while a wide range of enemy types prevents encounters from becoming repetitive. As you progress through a run, you acquire relics, spells, and upgrades that can dramatically alter how your character interacts with the puzzle board. These elements often synergize in unexpected ways, encouraging experimentation and making every run feel like a fresh strategic puzzle rather than a recycled challenge. The game’s playable characters further expand its replayability. Each class introduces unique rules and pacing to the core mechanics, sometimes even changing how time and turns function. Some characters allow for a more relaxed, turn-based approach where careful planning is rewarded, while others introduce pressure by advancing enemies in real time, demanding quicker decisions and sharper pattern recognition. This variation ensures that the game can appeal to both methodical players and those who enjoy a more intense, fast-paced puzzle experience. Progression extends beyond individual runs, giving the game a strong sense of long-term motivation. Unlocking new spells, relics, and dungeon branches gradually expands the strategic space available to the player. Over time, this transforms how you approach the game, as previously impossible encounters become manageable through smarter builds and better understanding of the systems. The feeling of improvement comes not just from numerical upgrades, but from learning how to manipulate the board and exploit synergies more effectively. Visually, Dungeons & Jewels opts for clarity and functionality over spectacle. The clean 2D presentation ensures that jewel colors, enemy indicators, and board states are easy to read at a glance, which is essential in a game where every move matters. While the art style is modest, it serves its purpose well, keeping the focus on gameplay rather than distraction. Sound design is similarly restrained, providing feedback and atmosphere without overwhelming the player during longer sessions. The game also offers additional modes and features that enhance its longevity. Endless challenges allow skilled players to push their limits, while practice and replay options support experimentation with different strategies and character builds. Leaderboards and achievements add a competitive and completionist layer for those who enjoy measuring progress beyond personal mastery. Overall, Dungeons & Jewels stands out as a strong example of how familiar puzzle mechanics can be reimagined through thoughtful design. By combining match-3 gameplay with roguelike progression and meaningful combat systems, it creates an experience that is easy to learn but difficult to master. It is well suited for players who enjoy strategic thinking, experimentation, and replayability, offering a satisfying balance between accessibility and depth that keeps each run engaging and rewarding. Rating: 6/10
Unbedingt empfehlenswert! Wenn man die Mechaniken verstanden hat, spielt es es sich wie Zucker. ... und wenn du denkst, jetzt wird es aber unfair, dann bedenke, du befindest dich auf einem 9x9 Feld in einem 3-4-5-6-...-Match-Game- da sind Glück und Vorahnung wahnsinnig dicht bei einander :)
Not great for the casual gamer... If you're not looking for a chill tile-clicking game, but want a challenge and challenging RNG, give it a try. I bought the game thinking, "Oh! It'll be like Puzzle Quest," but in 2D: a side-scrolling dungeon crawler with meaningful choices, character development, and a collection of artifacts and spells. The beginning seemed innocent. I was literally pumped to spend the whole day with this game... But... The game has its strengths. However, I think the mechanics and RNG aren't fully developed. It's difficult to pull off a boss combo, but it's doable. You just need to carefully match colors, keeping in mind where other tiles will stack. Okay, it's doable. There are a few drawbacks - the relatively high difficulty doesn't provide the sense of casual fun and relaxation when assembling color combinations. It requires quick reactions and planning - planning that will ultimately fail because the game doesn't give you tiles of a specific color. You start capturing and moving other colors, but you still don't have the necessary ones! And then you have to glue together a combination of tiles' colors according to your opponents' hearts—I mean, the order of the colors following each other?!—that's where the fun and relaxation die... Maybe I'm being too unreasonable and lazy? But even if this is my personal opinion, not everyone has to agree. I agree with one thing—the game's concept is great. The execution is more geared towards hardcore players than casual players... I'm more of the latter.
Fun game. Sadly I wrote a detailed review, and lost it, sigh. But it is a mix of match-3 play and a basic side scrolling dungeon crawl. The game play is interesting, the ways you kill each monster can vary a lot (the dragon was really tough) but you can collect spells and relics. Took awhile to get a few for it, but I an enjoying myself. One thumb up ADDENDUM: Over 22 hours in before I got bored. For me, the last character is just too hard. Still, had quite a bit of fun.
For the cost of a Starbucks breakfast, you get a delightful little gem that'll charm puzzle game and rogue-like enthusiasts. It's like getting a dose of gaming caffeine that perks you up for hours of addictive fun!
3매치에 적절한 변주를 줘서 가볍게 머리쓰면서 시간때우기 좋다. 잡버그들과 밸런스가 다소 엉성하게 느껴지는 것이 단점이고 실시간 모드는 맘에 들지 않았다. [h1][b]6/10[/b][/h1]
The asking price is not too high, especially on sale. Despite having 4 characters to choose from, I feel for me it was realistically max 2 (knight and skeleton) that don't rely on a timer. A pressure of a ticking timer on a match-3 game for me is an instant no-no. I ended up unlocking everything for the knight, but got frustrated with the skeleton who has zero appeal and is just artificially more annoying version of the same. There is a surprising depth to the strategy of spell uses and skills here, so I fully support an expansion or a sequel! Good game! Review seems negative just because I had fun and want more... Update: After a few hours of trying, managed to complete with skeleton and rogue. Still would prefer two non-timer characters for variety instead of rogue and revenant.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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