
Assume the role of a mighty (and mighty evil) Dungeon Lord and create your own diabolical demesnes underground. 10 different classes of heroes dare to enter your dungeon where 15 different monsters lurk in the dark.
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Languages: English, German, French, Polish
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Решил значится после третьей и четвертой части ознакомится с истоками... Ну с одной стороны интересно, с другой стороны душно. По началу вроде неплохо, но спустя пару-тройку миссий понимаешь что геймплей дико скучный. Вроде бы должен обставлять подземелье что бы героям оно понравилось и пофармить их, а по факту сидишь пол часа фармишь солдатиков ради пары кандилябров на стене. Да в дальшейшем когда появятся миссии с другими данжен мастерами становиться куда проще фармить (тупо бегай да захватывай пентаграммы), но становиться скучно так как боты однообразно действуют, а баланс не дает повеселиться. Кстати о балансе, это какая-то дичь, за всю игру меня убили раза два, на минотавре подставился под цепи и солдатики бесконечно появляющиеся из портала в миссии где махаются два героя и одному из них надо помочь. Но все остальное время благодаря дико имбалансной прокачке, ты летишь и незамечаешь никого, аннигилируя всех по пути, челенджа особо не чувствуется, от чего по большей части забиваешь на большую часть гемплея. Да можно конечно не качать таланты и статы, но тогда аннигилировать будут тебя. Так же вторую часть компании огорчили частые вылеты. Почти на каждом автосейфе и загрузке ролика игра вылетала, благо вылет во время сейва в большинстве случаев успевал сохранять этот сейв и не приходилось перепроходить, но все равно сильно раздражало. Итог: Не скажу что игра сильно плоха, возможно в сетевой игре она раскрывается сильнее за счет того что игроки ведут себя изобретательнее, но играть в нее в 2к25 скучновато, особенно после поздних частей. Юмор скучноват, но не скажу что сильно плох. Геймплей, по началу интересно, потом очень душно, т.к. большую часть времени ты проводишь по большей части в афк и душишься фармом. Сама игра на 2011 год как по мне сильно слабовата по сравнению с играми тех годов, но опять же задумка была не плоха (учитывая к чему она в итоге пришла). Если вам захочется сыграть в нее ради ознакомления с серией, то времени много она не займет, пару-тройку вечерочков. А если вы ищете игру развеять скуку, то это игра явно не для вас, уж очень быстро она наскучит.
+1 没中文 没成就 地下城 特别版 特别版 《地下城》Steam 特别版额外包含独占专属任务、沙盒模式全新地图,以及多款独特荣耀装饰道具,可自由定制你的地下城。 荣耀装饰道具 来自领域工坊游戏《塞维尔》的好色之徒雕像(提升地下城荣耀值) 地下城领主忠诚幕僚副手先生雕像(强化地精工人效率) 迪克・凯恩雕像(提升地下城荣耀值) 游戏介绍 勇猛的英雄穿行在阴暗潮湿的地牢中,肆意欺凌成群弱小怪物,洗劫一切没被固定的财物。这种套路你早已见惯千百遍?现在,是时候转换阵营,让英雄见识谁才是地牢真正的主宰! 化身强大又邪恶的地下城领主,在地下打造属于你的邪恶领地。愚笨怯懦的地精工人随时等候号令,遵照你的意志在岩层中开凿通道与房间。 各路英雄会闯入你的地牢,寻求战斗与宝藏。你本可以弹指间将他们尽数消灭,但还有更腹黑有趣的玩法:先满足他们的欲望,再将一切尽数夺走。 不妨先投放少量宝物与装备,安排几场战斗供其消遣,好生 “招待” 这些英雄。等他们志得意满之时,便是收割时刻。心境愉悦的英雄,能在囚牢与刑讯室中产出更珍贵的灵魂能量,供你汲取。 即便这些自诩正义的勇士只是你的资源来源,也切勿轻敌。若你屠戮过多同类,实力强悍、报复心极强的精英勇士将会登门讨伐。或许,付出些许代价,就能让他们暂时抛开道义立场? 除了英雄威胁,地下世界同样危机四伏。同行竞争者从不会停歇,其他地下城领主时刻觊觎你的领地。雪上加霜的是,你的下一层还有另一位地下城领主,他既是你的上司,还总安排各种无用杂役任务。而阴险狡诈的你,早已暗中谋划,伺机取而代之! 游戏剧情围绕地下城领主之首戴莫斯展开。他惨遭心机深沉、阴险恶毒的前女友卡吕普索设计陷害,一夜之间权势尽失,沦为底层,重回地牢最浅层。 随着剧情推进,戴莫斯立志夺回地位,向卡吕普索复仇。但在此之前,他必须先应付新任上司:一位是智商平庸、和普通亡灵别无二致的僵尸王;另一位是性格火爆、凡事只靠暴力、甚至用更强暴力解决问题的米诺斯。 尽显腹黑谋略!三大终极 BOSS 阻拦你的前路,击败他们,成为独一无二的地下城至高领主。 备战开战!10 种不同职业的英雄敢于闯入地牢,暗处潜伏着 15 种怪物伺机而动。 17 个剧情战役任务,考验你身为邪恶领主的全部智谋。通关主线后,还可体验自定义模式。 地牢世界唯有向下一条路,三大层级等你来征服。 牢房与刑讯室随时待命,静待 “猎物” 上门。 凭借 50 种各类物件,打造你理想中的专属地牢。 怯懦的地精工人听从号令,按你的心意雕琢整座地下城。
It installs a weird launcher and forces you to log in in order to play.
Here you go, all the Review you'd ever need for this game, A lot of people have bagged this game out but fail to see it for what it was, The playtime for this game is the entire Campaign, around 14 - 15 hours. I'll lay everything in dot point for TLDR: - This game is quirky and has a moderate amount of depth - A variety of units and enemies but could do with more. - This game was obviously a sandbox of idea's all of which had to be compounded at the end of rushed release - The game is Front loaded with "Time based missions" to pad out the playtime, without it, the game would likely be around 8 hours of gameplay and "Story" - The Main Antagonist is obviously some poor art students idea of his ideal girlfriend. - the lack of Ability to play outside the games expected play style is disappointing. - This game has a guise of being more then it is, but getting towards the end game, you can see that it struggles performance wise, when you have a dungeon full of monsters, heroes and 20 odd goblins, it CHUGS. - I had one crash at the end game fight on Windows 10 with a mid tier system, it deleted my previous save somehow but besides that no other issues, though I played maybe a mission or two a day, so Ram leaks and compounding errors might have been avoided. - The "AI" in this game is simple, don't be expecting much of a challenge, more of a slog. - No New game plus, which was extremely disappointing. - Oddly, no End game credits at the end of the campaign, not thanking the team for helping make your game is horrible. - I haven't investigated but I some things feel off in this game, pain points in the combat and in the "prestige" systems appear to have been tweaked later on by one of the devs to make playing it more enjoyable and speeding the game up a little, if true, that's very sweet. Overall given what it was and without the bias of the "Disappointing" release, I played this game as a kid, i didn't care who made it or what came before, it was fun. Nostalgia brings this to a 7/10 for me, if I had to give it a more blunt rating, it'd be around 5 - 5.5/10, i bought it for like $4 on sale, I wouldn't pay more then maybe $10 so why not? Oh and if you're worried about putting in an email address, just use 10 minute mail, after Kalypso signup, they don't care, they even save your login details automatically so you don't even have to bother to remember it. It's over a decade later but weirdly, I feel sorry that they obviously couldn't make the game they wanted to, I see your work and I've appreciated it.
Un must pour les fans des jeux style Dungeon Keeper ! Après avoir passé de nombreuses heures à creuser, piéger et transformer des héros valeureux en simples lunchs pour mes monstres affamés, je peux dire une chose : j’ai adoré ce jeu. Si tu aimes les jeux où tu incarnes le Mal… vraiment le Mal, ce titre est fait pour toi. Graphismes : Les visuels du jeu plongent immédiatement dans une ambiance souterraine délicieusement macabre et colorée. Les donjons sont assez bien détaillés, avec un charme rustique qui rappelle les classiques des années 2000 tout en restant plaisant aujourd’hui. Les décors ne sont pas clinquants comme dans les AAA modernes, mais ils ont leur propre personnalité, ce qui colle parfaitement à l’atmosphère stratégique et humoristique du titre. Gameplay : Le cœur du jeu, c’est la gestion de ton antre démoniaque. Creuser des tunnels, aménager des salles, gérer les ressources et attirer des aventuriers naïfs pour les détruire est incroyablement satisfaisant. C’est un vrai plaisir de pouvoir façonner le donjon de ses rêves… ou de ses cauchemars ! L’équilibre entre stratégie, construction et petits défis tactiques offre une progression vraiment fun. Ambiance & Narration L’humour est omniprésent, parfois noir, parfois sarcastique mais toujours dans le ton du genre. Les dialogues et les situations rappellent les vieilles heures de Dungeon Keeper avec une pointe de modernité ludique : les héros qui débarquent en pensant « sauver le monde » finissent plutôt par finir dans mes pièges. Musique & Son La bande-son n’est pas révolutionnaire, mais elle accompagne parfaitement l’ambiance générale. Les thèmes sonores donnent une sensation de donjon vivant, entre couinements de créatures, bruits de creusement et rires maléfiques enregistrés au bon moment, ce qui complète parfaitement l’immersion. Rejouabilité Chaque partie apporte une nouvelle chance de repenser ton empire souterrain. Entre les différents DLC, les monstres à débloquer et les stratégies possibles, on ne s’ennuie jamais vraiment, même si certaines missions deviennent un peu répétitives. Verdict global : Recommandé ! Si tu es fan de jeux dans le style Dungeon Keeper, que tu aimes l’humour noir et que tu adores créer des pièges impossibles pour les aventuriers imprudents… Dungeons est fait pour toi. Je le recommande chaudement à tous les amateurs de strategie + gestion de donjon. Une expérience unique qui donne envie de revenir encore et encore creuser plus profondément ! 👹🏰
Dungeons, developed by Realmforge Studios and published by Kalypso Media Digital, is a game that attempts to reimagine the dungeon management genre by placing players in the boots of an ambitious Dungeon Lord striving to build the ultimate underground empire. Released in 2011, it presents a darkly humorous inversion of the usual fantasy premise—rather than storming dungeons as a hero, you are the villain constructing one, baiting adventurers with treasures and glory before turning their greed against them. The idea is clever and engaging, rooted in the legacy of games like Dungeon Keeper but with its own unique twist that focuses on satisfying and manipulating heroes before harvesting their souls for power. The concept alone gives Dungeons a distinctive flavor, blending strategy, management, and irony in ways that few other games attempt. At its heart, Dungeons is about creating balance and control in a chaotic ecosystem. You dig out rooms, decorate your halls with traps, gold, and monsters, and then watch as waves of adventurers arrive to plunder your domain. The key to success isn’t simply killing these heroes but giving them what they crave—loot, adventure, and a sense of triumph—before crushing them at their most fulfilled moment. It’s a wonderfully devious system on paper, one that replaces traditional defense strategies with something more psychological and manipulative. There’s a twisted satisfaction in setting the perfect trap, leading a hero through a maze of riches and comfort, and then draining their soul energy at the height of their self-satisfaction. This inversion of moral perspective gives Dungeons a mischievous charm that carries through much of its design. The world itself is brought to life through a mixture of humor and visual flair. The art style is colorful and slightly exaggerated, leaning into a cartoonish gothic aesthetic that complements its tone. Dungeons doesn’t take itself too seriously; it plays up the absurdity of its premise with tongue-in-cheek narration, witty dialogue, and a mischievous soundtrack that keeps the mood light even as you commit acts of gleeful evil. The environments are varied enough to keep exploration interesting, from lava-lit chambers to ornate treasure halls, and the presentation consistently maintains a balance between darkness and whimsy. The technical performance is generally stable, though the camera can feel awkward and the interface occasionally cluttered, which detracts from the fluidity of dungeon management. Still, the atmosphere and personality make the experience more playful than grim, inviting players to enjoy the spectacle of controlled villainy. The mechanics themselves, while ambitious, show both depth and imbalance. Managing resources, expanding territory, and juggling the needs of both monsters and heroes create an intricate web of responsibilities that rewards patience and planning. You’ll find yourself constantly tweaking your layouts to optimize the flow of hero traffic and resource production, while ensuring your own survival against increasingly difficult invasions. However, despite this solid foundation, Dungeons struggles with consistency. The process of attracting, satisfying, and defeating heroes becomes repetitive after a while, as the core loop changes little throughout the campaign. Early hours are filled with discovery and experimentation, but later missions tend to feel formulaic, repeating similar objectives without introducing enough new mechanics to keep engagement high. Combat, in particular, can feel stiff and unresponsive, as controlling your Dungeon Lord directly lacks the precision and feedback needed to make battles exciting. The campaign’s pacing also suffers from uneven structure. Some missions feel overly drawn out, requiring long stretches of resource grinding or repetitive micromanagement before achieving meaningful progress. Others are cluttered with tutorial-like objectives that interrupt the player’s creative flow. The game’s humor and atmosphere do their best to carry these slower segments, but it’s hard to ignore the sense that the design doesn’t fully capitalize on its own premise. The sandbox mode, in contrast, fares better, offering the freedom to build and experiment without restrictive mission goals. This open-ended playstyle better showcases the strengths of the game—its creative systems, its emergent moments of chaos, and its capacity to make villainy feel playful rather than oppressive. While Dungeons aspires to capture the same spirit of cult classics like Dungeon Keeper, it diverges in philosophy. Instead of focusing on direct control over minions or elaborate trap placement, it leans into economic management and mood manipulation. This difference makes it unique but also divisive. Players expecting a more hands-on, fast-paced experience may find its indirect control system too detached, while those who enjoy slow, methodical strategy might appreciate its subtle complexity. The soul-harvesting system is conceptually brilliant, but it never reaches the level of refinement or depth that could have made it revolutionary. The result is a game that constantly hints at greatness but never quite escapes its own mechanical limitations. Despite its flaws, Dungeons remains a fascinating experiment in game design. It’s a title that takes risks, that dares to invert expectations and explore what it means to play as the “bad guy” in a world built for heroes. Its charm lies in its personality, its humor, and its moments of sly cleverness, even when its systems falter. The blend of management, strategy, and dark comedy ensures that it stands out in a crowded genre, even if it doesn’t fully master it. For players with a love of dungeon-building games, Dungeons offers enough entertainment and creative freedom to justify a visit to its underworld, though patience and tempered expectations are key. It may not be the perfect embodiment of its concept, but it captures the fun of wicked ambition—a reminder that being evil can sometimes be its own reward. Rating: 5/10
Out of all the Dungeon games this is the worst one, do not waste your time and get Dungeons 2-4 which are better than this one.
It's so-so, I just can't play this it got me bored, it's not about the graphics it's just the game it's stale at least for me but it works and plays well so I'll give it that for such an old game.
[b]Reviewed On: January 13, 2026[/b] [u][b]Overview[/b][/u] I suppose you could say Dungeons is a spiritual successor to Dungeon Keeper by Bullfrog Productions as they follow the same core concept. How true that is I can’t say for sure as I never really sat down to play it. Anyways, Dungeons has you taking on the role of the Dungeon Lord who must reclaim his position of power after being betrayed. To do this, he must collect gold, souls and muster an army to fight his way to the lowest levels and retake his throne. [u][b]Visuals[/b][/u] Given the age of the game, I think it kind of held up. It does show with some of the rather basic designs coupled with some stiff animation work. But overall it could be much worse. [u][b]Audio[/b][/u] Not a whole lot to really write home about on this. Audio quality is okay I suppose, though some of the dialogue is another matter. Some of it is done for comedic reasons, but others can be rather grating on the ears, your little goblin side kick in particular can be hard to listen to. [u][b]Story[/b][/u] Well as stated, the whole thing is about reclaiming your throne after your lover betrays you. You find yourself at the bottom of the hierarchy and must now defeat those who were once under you to raise to the top once again, unleashing evil to the world above as you go. For the most part it really isn’t all that involved, you honestly just spend most of your time simply trying to complete the objective for the current level before moving on to the next. [u][b]Gameplay[/b][/u] For the most part things are a little hands off as you spend most of your time waiting for things to happen. You’ve got Little Snots that go around digging, collecting gold, moving bodies and doing resupply runs around your dungeon. Your minions are based on Pentagrams that you have which will spawn a batch of them in to hold the position that the Pentagram is located in, attacking any enemies that wander into their field of view. What kind of minions you have will vary based on what nests you have in your area of influence as well as what level you’re on. Having nests in your influence will increase your population count, so it’s good to use some of the Pentagram’s to expand your influence to acquire a larger population count as well place Pentagram’s in strategic locations to have would be adventurers stumble upon them to get worked over. Those that invade your dungeon are typically seeking fame, glory and untold riches, so you need to provide them with the kinds of things they’re looking for while exploring the dungeon. Gold, equipment, knowledge of the arcane, traps and fighting monsters are all things that those seeking adventure want. But not all who enter your dungeon are looking for the same things. There are a variety of enemy types from the rookie adventurer to the knight in shining armour that will enter your dungeon and are looking for specific things. Clicking on them will show what their needs are and how far along it is until those needs are met. Once all of their needs are met, they will then exit the dungeon. So why is it important to meet their needs? Because you want to drain their soul energy. Soul energy is used to purchase items to decorate your dungeon to increase its fame, which in turn makes you stronger. It’s also needed to purchase upgrades. So once an enemy has been defeated, you can extract soul energy from them by throwing them into jail cells where the energy will be slowly extracted and they’ll eventually die (unless you decide to be merciful and free them or a hero shows up and frees them). As for you as the Dungeon Lord, you can control him and where he goes, who he attacks and upgrade him through points that you acquire by doing certain tasks during the mission. Improve stats and unlock new abilities. While in your sphere of influence you will gain stat bonuses based on the amount of fame that your dungeon has. This can make fighting in your area easier, while harder when fighting in areas that you don’t control. But if the Dungeon Lord dies, it’s not game over (unless stated otherwise) as he’ll just respawn back at the Dungeon Heart with it taking some damage. So long as the Dungeon Heart has health, you’ll be fine. [u][b]Is it worth it?[/b][/u] Dungeons isn’t a bad game. It has some interesting elements, but is also limited. I’m not entirely sure if it’s due to the technology at the time or the developers simply not having the time and//or care to expand on the dungeon elements. It would have been nice to have more options to improve the looks of your dungeon and maybe give a bit more reason to increase its fame beyond making your Dungeon Lord stronger. I’m giving it a thumbs up but with the recommendation to buy it when on sale and don’t expect it to be some high quality game. There are other games that tackle the genre better, but that doesn’t mean the game wasn’t bad, just average and would be more for those who are exploring the genre throughout the ages.
Man I hate this ♥♥♥♥.
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