
Test your luck and cunning in this exciting RPG as you craft, cast, and pillage your way through Lord Dredmor's Dungeons.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Has a lot of skills to choose from so you can replay in different ways.
really good roguelike with lots of classes and other ingredients, and it's funny too. on top of a few difficulty presets, permadeath is optional, which goes against rogueness but went down well with me. I hate tedious repetition and starting over after x hours, so I don't play these often, but this way I could treat it like a regular game, more or less, without resulting to save scumming, in case I die on the next floor. it also has a more compact option with smaller maps. always a ♥♥♥♥ move to have dlc more expensive than the base game, just as much as quietly doubling prices a decade after release for no reason. 8 bucks is still a good price for it though, and if you can get the whole package for that much or less, even better.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Languages: English
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
honk if you love dredmor
Forget roguelites, kick it oldschool style with a genuine roguelike.
most fun and high quality traditional roguelike and its not even close. i wish this was the standard for this genre!!!!!
This is a very good roguelike game, that is quite accessible even without wiki-diving. Build variety is very good, although a single full-size run can be a bit too long, especially if you get into crafting.
I genuinely dont see what anyone sees(or saw I guess) in this game. Its generic, it looks like ass, its not complex, the systems that are in are so surface level is embarrassing, and its clear with how the games set up you aren't ever expected to finish it. Why?
Это хардкорный, сложный, крайне забавный, интересный и, пожалуй, лучший рогалик в который я играл. Уже и не помню купил ли я его или получил на раздаче, но в любом случае ужасно доволен.
This is a tough one - it has some great ideas and I'd absolutely love to see a polished sequel. The skill tree and flexibility of character creation is a fantastic system. The music is good. But it is stuck with a wild amount of truly baffling design and UX decisions - not to mention the many run-ending bugs and crashes. The sprite work is fun... But there's a reason that tactical, turn-based roguelikes don't have sprites that take up more than the square they occupy. It's often a visual nightmare to try and find where an enemy, trap or hazard is because sprites and walls will fully block the grid. The loot and crafting systems are wildly hard to navigate, with dozens, if not hundreds of recipes but no real way to search or organize them or the hundreds and hundreds of items you need to have to create them. The game will hitch badly on a lot of door openings and autosaves. These hitches willl often keep you moving in the direction you last pressed until you press that direction again, eating your turns and letting monsters get free attacks. This was happening multiple times every run and resulted in more than a few instant deaths. The game is very long - which is fine in itself. I personally don't mind a roguelike that can eat hours and hours in a run and still have you die. I'm no stranger to Qud or ADOM. The problem is the stability isn't there, crashes will wipe your progress (this happened 4-6 times in the 20 runs I attempted) and bugs will absolutely kill you after sinking in 6-7 hours. It's also not varied enough in its gameplay to justify the grind. Dredmor strips down a lot of the really esoteric systems of crunchier roguelikes to be more accessible, a great choice for a humour roguelike meant to be a little more accessible. Then it fumbles that decision horribly and somehow keeps the length. With very, very few non-combat systems or puzzles, you're stuck grinding against palette swapped enemies for hours and hours with no real change or even challenge; as you learn the game threats you'll quickly realize there's nothing too dangerous other than Lord Dredmor himself. TLDR; A game with good ideas, baffling execution, terrible UI and UX, tons of game crashes and bugs, and interminable grind. If you want a good parody roguelike that's a bit more accessible than your Quds or TOMEs, look for Dungeonmans and pass this one by.
Dredmor is a game about being raised by the internet and video games and trying to still navigate life. You have to use patterns and logic to maintain your dungeon run. For this, I love it.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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