
Retro turn-based 2D pixelart RPG. Exploration, character choices, riddles and challenges. 80+ hours of gameplay.
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Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like it, it has fun character builds and excellent game play; it is the game I was looking for and have yet to see one like it in recent times.
Absolute trash due to the awful UI. All the text is so big, you'd think you're playing a cheap mobile port (am I?). You start out with plenty of spells and hovering over them doesn't tell me what they do. Even if the readability of the game wasn't so atrocious it would still feel kinda clunky.
For what it's worth, this is not a bad old-school, very simple RPG. I have my issues with it - the tactical fights are a bit of a chore when you actually need to pay attention (Mostly due to the way movement works and the large battle maps; 99% of them can be powered through with minimal involvement, though). The sprawling, randomly generated dungeons are not very interesting to explore either. But overall it's pretty decent. However, if you're going to play it, please read up on the Lich boss fight as early as possible; It's basically a brutal difficulty spike, and if you've been unlucky or specc'd out your party the wrong way when you reach it (in my case, a combination of having a single healer and having had bad luck with anti-undead weapons)... you're basically screwed. Maybe I could grind a few levels, see if any good weapons spawn in the stores, and attempt it again... but nah. I had fun for five-ish hours, but that boss (and the possibility of later bosses with a similar design) have put me right off the game.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a good game for what it is: an old style RPG. However, despite all of its enhancements, there are better games now. Dungeons of Chaos largely consists of going to an area, realizing that you can't win, and going some place else to safely level up until you can win. That sort of game play kills immersion, is a grind, and isn't all that interesting to me. It might be right for you though.
Beats most AAA titles in terms of depth and playability. Definitely recommended.
Cool. Good.
DUNGEONS OF CHAOS is an unapologetically old-school role-playing game that embraces the design philosophy of classic computer RPGs with confidence and depth. Developed and published by Volker Elzner, it is clearly inspired by the golden age of 2D, turn-based fantasy RPGs, where exploration, tactical combat, and long-term character development were central to the experience. Rather than attempting to modernize or streamline these traditions, the game leans fully into them, offering a deliberate, methodical adventure that rewards patience, planning, and curiosity. At the center of the game is a robust party-based system that allows players to create and manage a team of up to six characters. A wide range of traditional fantasy classes is available, each with distinct strengths and progression paths. Fighters and barbarians excel in direct combat, rogues and rangers bring mobility and utility, while spellcasters such as clerics, druids, and mages provide healing, buffs, and devastating magical attacks. Character growth is deep and layered, combining level-based advancement with skill development that improves through use. This system encourages careful planning and experimentation, as party composition and individual builds significantly affect how encounters play out over the long campaign. Exploration is one of the defining features of DUNGEONS OF CHAOS. The game world is expansive and varied, stretching across deserts, icy wastelands, forests, mountains, lava regions, and sprawling underground dungeons. Unlike many modern RPGs, the game offers minimal guidance, allowing players to wander freely and uncover content at their own pace. This approach captures the feeling of genuine discovery, as secrets, hidden areas, and optional challenges are scattered throughout the world. However, this freedom also means that progress can sometimes feel slow or directionless, particularly for players accustomed to clear quest markers and tightly scripted narratives. Combat is turn-based and tactical, taking place on a grid where positioning, timing, and ability usage are crucial. Encounters require careful consideration of enemy types, terrain, and available resources, making preparation and party synergy essential. Battles can be demanding, especially in tougher dungeons, and poor decisions or unbalanced parties are quickly punished. While the combat system is rewarding for players who enjoy strategic depth, it can also feel repetitive over extended sessions, as enemy variety is sometimes limited and encounters can blend together during longer grinding phases. Progression and customization form a substantial part of the game’s appeal. Skills improve through practice, spells must often be discovered through exploration, and equipment plays a meaningful role in shaping each character’s effectiveness. These systems reinforce the game’s emphasis on long-term investment, where every decision carries weight and mistakes are not easily undone. This design choice gives the game a sense of permanence and consequence, though it can also be intimidating for newcomers or players who prefer more forgiving systems. Narratively, DUNGEONS OF CHAOS provides a functional framework rather than a deeply character-driven story. A main quest guides the overall adventure, but much of the experience is focused on mechanics and exploration rather than dramatic storytelling. NPCs tend to serve practical roles, offering training, services, or information, and dialogue is generally straightforward. While the world lacks the rich narrative layering found in more story-focused RPGs, it succeeds in creating a consistent and believable setting that supports its gameplay-first approach. The game’s presentation reinforces its retro identity. Pixel art graphics are simple and utilitarian, prioritizing clarity over visual flair. Environments and character sprites are easy to read, which is important during complex combat encounters, but they may feel dated to players expecting modern polish. Sound design and music are similarly restrained, offering atmosphere without drawing attention away from gameplay. This minimalist approach aligns with the game’s old-school roots, even if it sacrifices some sensory immersion. Overall, DUNGEONS OF CHAOS is a niche but deeply rewarding experience for players who appreciate classic RPG design. Its depth, length, and emphasis on player agency make it a compelling journey for those willing to invest the time and effort required to master its systems. While its sparse narrative, retro presentation, and occasional grind may limit its appeal, the game stands as a passionate tribute to traditional role-playing games, offering dozens of hours of strategic exploration and combat for fans of the genre’s foundations. Rating: 6/10
Old school fun, with lots of depth and a dedicated developer.
Such a superb game. Some rough edges (and possibly unfinished corners?) and it doesn't hold your hand, but a good story and deep, interesting combat, equipment and character progression. Well worth a few quid.
Excellent 2D crawler
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