
A challenging rogue-like puzzler inspired by the classic Tower of the Sorcerer. Play as a human knight who fights his way out of a deep dungeon by slaying monsters and solving intricate puzzles.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 27 → 0.29/day in the week after.
Reviews, worldwide (the counter carries no country): 26.25/day in the week to Jul 15 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"DungeonUp" ist ein rogue-like Puzzler. Wir sind ein toller Held mit Rüstung in einem Dungeon voller Monster. In 2D-Draufsicht bewegen wir uns mit Retro-Feeling durch die Dungeons. Wir haben einen Angriffs- und einen Verteidigungswert und natürlich auch eine Lebensanzeige. Diese Werte können wir natürlich stetig verbessern, entweder, indem wir Schwerter, Schilde, Edelsteine oder Tränke finden oder, indem wir Geld, das wir durch das Besiegen von Gegnern bekommen, in Zwischenleveln ausgeben. Außerdem gibt es zahlreiche Türen in drei verschiedenen Farben. Um sie öffnen zu können müssen wir die entsprechenden Schlüssel einsammeln. Und es gibt einige besondere Objekte, die uns zum Beispiel befähigen, zwischen den einzelnen Ebenen zu beamen. Auch gibt es eine Bombe, die Gegner im Umkreis tötet und eine Hacke, mit der wir uns einmalig durch Wände graben können. Klingt alles sehr klassisch und eigentlich auch sehr generisch. Aber ein wesentlicher Kniff macht aus dem Dungeon-Crawler alter Schule ein ganz anderes Spiel. Denn die Schlüssel sind ziemlich rar gesät und wenn wir nicht gut aufpassen, bleiben wir schnell stecken und kommen nicht mehr weiter, weil wir keine Tür mehr öffnen können. Dieser Kniff macht aus einem Dungeon-Crawler ein komplexes Puzzle über mehrere Ebenen. Das Gameplay wird dadurch ganz anders als man es auf den ersten Blick erwarten würde. Wir müssen sehr vorsichtig und bedacht vorgehen, um weiter zu kommen. Und immer wieder kommen wir dabei in ein Dilemma, denn der Gegenstand, durch den wir uns aufleveln würden, liegt hinter einer Tür, für die wir einen Schlüssel opfern müßten. Vielleicht sollten wir erstmal weiter schauen und nach weiteren Schlüsseln suchen. Aber auf neuen Ebenen warten immer stärkere Gegner, für die es durchaus sehr sinnvoll gewesen wäre, diesen Gegenstand einzusammeln. Das Spielprinzip funktioniert erstaunlich gut und wird nach den ersten Einstiegs-Ebenen auch richtig herausfordernd. Grafik und Musik sind bewußt im Retro-Stil gehalten und erinnern ein wenig an alte Amiga-Zeiten. Das ist durchaus passend und charmant. Technisch ist das Game ohnehin sehr sauber programmiert. [h1]Wertung:[/h1] 7/10 Atmosphäre 6/10 Story 7/10 Grafik 7/10 Sound 7/10 Spielmechanik 7/10 Balancing 7/10 Spielspass [h1]Fazit:[/h1] Forderndes Dungeon-Puzzle. [h1][b]7/10 Gesamtwertung
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Languages: English, Traditional Chinese, Russian, Spanish - Spain
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
BOM
[h1] Game infested with labyrinths, dozens of keys and doors. Plays like your usual roguelike, move around, take down enemies and collect potions. Problem is that it's boring and gameplay feels like a joke. [/h1]
SECRET TUNNEL
Game really needs a preview option or button of some kind. All my deaths are bc i dont know how much dmg this enemy will deal to me. Also a auto-fast foward button would also be great.
Не рекомендую к посещению! (Очень скучное подземелье!)
Story mode isn't so bad on the easiest difficulty, thanks to free keys that keep the run alive (waiting a minute for each one sucks, though). Every zone has some mechanic to it that keeps the experience interesting - beating the zones are the few highlight moments you get here. Once you beat the game, it's also possible to grind the final boss for a decent amount of soul stones, which help a ton with any future runs. Everything else, however, feels very rough around the edges - the story is bland, the sound and music volumes are way too loud and it's very easy to glitch out the game. The mouse inputs don't work most of the time, small mistakes can quickly ruin your progress and grinding soul stones is very boring. Maze mode is RNG hell; find sword, shield, upgrades, a key and kill a boss. However, sometimes there's no sword, sometimes there's no key and in the final zone, the boss has a 50% chance of being literally unkillable. You can be 10 minutes into a run before realizing that the run was un-winnable from the start, which feels very stupid. If you're a completionist, you'll need to do some grinding here (a couple story mode runs, some speedrun attempts and 50 maze mode clears), which imo is ok for a bit, but frustrating once the novelty wears off.
垃圾游戏,用了复活石直接回档是吧,不会做游戏可以不做,硬蹭魔塔玷污名作
Dungeon Master ♂️
DungeonUp, developed by Clewcat Games and published by Plug In Digital, is a compact but surprisingly cerebral dungeon crawler that reframes familiar roguelike conventions through a lens of planning, foresight, and risk management. While it borrows visual and structural cues from classic dungeon adventures, DungeonUp distinguishes itself by slowing the pace and turning nearly every action into a calculated decision. Rather than emphasizing reflexes or chaotic combat, the game asks players to think several steps ahead, making it feel closer to a strategic puzzle experience wrapped in the skin of a roguelike. The core loop places you in control of a lone knight ascending through procedurally generated dungeon floors filled with monsters, locked doors, traps, keys, and upgrade opportunities. Enemies do not roam or chase you in real time; instead, they occupy fixed positions, transforming encounters into deliberate choices rather than spontaneous reactions. Before engaging in combat, players can usually predict the outcome, allowing them to decide whether a fight is worth the cost. This deterministic approach removes guesswork from individual battles and shifts the challenge toward route planning, resource conservation, and long-term survival. Dungeon layout and progression are driven heavily by procedural generation, ensuring that no two runs are identical. Each floor presents a new configuration of rooms, corridors, enemies, and keys, requiring players to adapt constantly. Keys are a central mechanic, as doors often block access to upgrades, treasure, or even the exit itself. Deciding which doors to open and which to ignore becomes a meaningful strategic choice, especially when resources are limited. Opening the wrong path too early can leave you underpowered later, while hoarding keys may restrict growth and lead to missed opportunities. Resource management plays a defining role in the experience. Gold earned from defeated enemies can be spent at altars to improve stats such as health, attack, or defense, but these upgrades are spaced out in a way that rewards patience. Spending too freely early on can result in marginal gains, while saving gold for later floors often leads to more impactful upgrades. This creates a satisfying tension between short-term safety and long-term power, encouraging players to think beyond the current floor and plan for what lies ahead. As runs progress, the game introduces additional layers through boss encounters and the Soul Stone system. Soul Stones act as a meta-resource earned across runs and can be spent on powerful effects such as resurrection or rare items. This introduces a light rogue-lite element, giving players a sense of persistence and progression even after failure. While this system adds accessibility and flexibility, it can also subtly shift the balance of the game, as accumulated Soul Stones can reduce the severity of mistakes and make certain runs feel more forgiving than intended. Visually, DungeonUp embraces a clean, retro-inspired pixel art style that prioritizes clarity over spectacle. Floors, enemies, and interactive objects are easy to read at a glance, which is essential in a game built around careful planning. The presentation evokes classic dungeon crawlers without feeling cluttered or outdated, and the restrained visual design keeps attention focused on decision-making rather than visual effects. Sound design and music are similarly understated, providing atmosphere without distracting from the strategic core of the gameplay. Difficulty scaling is another notable aspect of DungeonUp’s design. Multiple difficulty levels allow players to tailor the experience to their comfort with risk and complexity, with higher settings amplifying the consequences of poor planning and unlucky generation. On these harder modes, the game’s reliance on randomness becomes more apparent, and some runs can feel harsh due to unfavorable layouts or item distribution. While this unpredictability adds replay value, it can occasionally cross the line into frustration when progression feels blocked by factors beyond player control. Additional modes and features, such as Maze Mode and a level editor with Steam Workshop support, extend the game’s longevity for those who wish to explore beyond standard runs. These options add variety and creative potential, though they are more niche and may not appeal to all players. The main appeal remains the core dungeon ascent, where the balance between knowledge, restraint, and calculated risk defines success. Ultimately, DungeonUp is a game that rewards patience and thoughtful play above all else. It strips away much of the chaos associated with roguelikes and replaces it with a slower, more deliberate rhythm where every step matters. While its reliance on procedural generation and meta-progression can occasionally undermine its strategic purity, its focus on planning, resource management, and deterministic encounters gives it a distinct identity within the genre. For players who enjoy dungeon crawlers that challenge the mind more than the reflexes, DungeonUp offers a focused and satisfying experience that feels deceptively simple but quietly demanding beneath the surface. Rating: 7/10
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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