
Enter the dungeons of hell, face many different demons in a tactical challenge. You play as a lone hero against hordes of demons, clear the dungeons to get more equipment and experience to unlock new and powerful abilities.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain*, Portuguese - Portugal**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
boring '__')
estrategicamente esta todo calculado, cada mapa esta basicamente ya echo de una manera, para que si lo juegas de una forma especifica, no importa como, vas a ganar, y eso para mi es un error de diseño.
good game
Непоганий мікс роглайк гри із стратегіею. При зовнішній простоті, цікавий гемплей. Є місце для тактики і іноді треба добряче пораскинути мізками. І як у класичному рогуйлайк іноді все вирішуе випадок.
Es un juego muy sencillo, con mecánica por casillas hexagonal y con bastantes niveles, para el precio que tiene, le puedes echar un buen rato :D Mis primeros minutos de juego: https://www.youtube.com/watch?v=Tr9iwmdnJZk
very short, but cool.
Dungeon of Hell has a unique feeling. You pretend to play a series of tactical fights but in fact these are pure mathematical problems and that's awesome !
Dungeons of Hell, developed and published by GoldenGod Games, is an indie dungeon-crawling RPG that centers on tactical combat, character progression, and a descent into increasingly dangerous infernal depths. Framed within a classic dark fantasy premise, the game casts players as a lone hero venturing through demon-infested labyrinths with the ultimate goal of confronting powerful infernal entities. Rather than relying on expansive storytelling or cinematic presentation, it builds its identity around methodical combat encounters and incremental growth within a hostile underworld setting. At its core, Dungeons of Hell blends elements of roguelike design with traditional RPG progression systems. Players explore dungeon floors filled with enemies, traps, and loot opportunities, carefully weighing each decision before moving forward. Combat emphasizes strategic planning over reflex-based action. Positioning, skill usage, and resource management all factor into survival, especially as enemies become stronger and more numerous in deeper levels. Early encounters serve as learning experiences, but later stages demand careful preparation and optimized builds to overcome increasingly punishing threats. Character progression forms the backbone of the experience. As players defeat demons and complete dungeon runs, they gain experience points and acquire improved gear. Equipment upgrades and skill unlocks provide tangible power increases, encouraging experimentation with different builds and strategies. The sense of advancement is gradual but consistent, rewarding persistence and careful planning. This loop of venture, battle, upgrade, and return creates a rhythm that defines the game’s pacing. Enemy design leans heavily into classic demonic archetypes, culminating in confrontations with powerful bosses that serve as major progression milestones. These encounters test mastery of the game’s systems, requiring efficient ability management and tactical awareness. While the overall enemy variety may not be extensive compared to larger RPGs, the scaling difficulty ensures that even familiar foes remain threatening as the game advances. Visually, Dungeons of Hell adopts a retro-inspired aesthetic that favors clarity and atmosphere over detailed realism. The dungeon environments are dark and moody, reinforcing the infernal theme without overwhelming players with visual clutter. Character models and enemy sprites are functional and readable, allowing players to focus on combat mechanics. The soundtrack and sound effects contribute to the ominous tone, though they remain understated rather than dramatic. One of the game’s defining traits is its focused scope. It does not attempt to build a sprawling open world or intricate branching narrative. Instead, it concentrates on delivering a tight dungeon-crawling experience built around challenge and progression. This contained design helps maintain a clear gameplay identity but may feel repetitive for players seeking narrative depth or environmental variety. The repetition inherent in dungeon-based progression is mitigated somewhat by incremental difficulty increases and the satisfaction of unlocking new abilities. Replayability is supported through achievement systems and the inherent variability of dungeon encounters. Players motivated by completion goals or build experimentation can find reasons to revisit earlier stages and refine their strategies. However, the longevity of the experience depends largely on how much players enjoy its core tactical loop rather than on expansive content variety. Overall, Dungeons of Hell presents a focused and straightforward take on dungeon-crawling RPG design. It offers methodical combat, steady character growth, and a consistent dark fantasy atmosphere within a compact indie framework. While it does not push the genre forward with innovative mechanics or expansive storytelling, it delivers a cohesive and challenging experience for players who appreciate strategic encounters and gradual progression through hostile territory. Rating: 6/10
Muy buen juego para esos momentos en los que quieres jugar algo pero tienes poco tiempo. Mecánicas simples que lo vuelven muy entretenido y con una dificultad razonable. Estaría guay que en algún futuro añadiesen más personajes jugables que cambiasen el estilo de juego, empleando otros recursos, que tengan otras habilidades, etc.
5/10 A puzzle/TBS like Hoplite on Android. TLDR: If you know Hoplite for Android, it's very similar: you move on a hex grid, kill enemies when moving towards them or past them, jump, shoot and throw grenades. After each level you pick abilities that shape your playstyle and what kind of "puzzles" you will be solving. All enemies have just 1 HP, and you can't heal easily. So it's more of a puzzle than TBS. A major downside here though is the weird range attack patterns of some enemies - these make the game tedious and challenging in a wrong way. Neutral vote, 5/10. Good: - the core mechanic (Hoplite) is interesting So-so: - music is somewhat dull - sfx are basic - no animations. It's not really an issue, just gives the game a simplistic look - while you seem to have XP points to spend, you will be able to take almost all of the abilities once you reach the last level. So, there isn't really a "character build" here. In fact, in my very first run I reached the last boss (Bhaal) of the first campaign. I only failed to defeat him because I didn't expect that he would have so many HPs and require ranged attacks only. I simply ran out of arrows and knifes and had to lose. This kinda feels like a lazy/ridiculous boss design: you simply need to accumulate enough projectiles. And it's essentially a forced re-run once you find out you need a lot of projectiles in the end Bad: - the game is a port from mobile. The levels are optimized for screens in portrait orientation. So, you get big empty areas on the right/left edges of the screen, yet the tiles are pretty small. Sometimes I'd click on a wrong tile because of the small size of the tiles. I guess the solution here could be to just transpose the levels (or rotate 90 degrees) if the developer wants to re-use the stuff from mobile. Right now the player starts at the bottom of the screen and moves upwards. After the level is transposed, the player would start on the left edge and move towards the exit on the right edge. This would let the tiles double in scale and become easier to click - apparently the game is designed for small phone screens, and the sprites themselves are small. There is a "fullscreen" checkbox which stretches the game to your screen's resolution (e.g. 1920x1080), and the fonts become blurry. I guess the UI doesn't even scale properly here, it's just the rendered window that gets upscaled with everything inside it. So, one could call this a "lazy" port - fire mage guys (in a purple robe) have an attack pattern that's very hard to predict. So you have to basically move your cursor over each one of them every turn. The game would need a "danger map": which tiles are currently under attack. And when you move the mouse over tiles the game could highlight enemies which can attack that tile [table][tr][th][i]I'm a Steam curator, you can [url=https://store.steampowered.com/curator/43946907-Friendly-Nerd/]follow me[/url][/i][/th][/tr][/table]
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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