
Dungreed is a 2D side-scrolling action game with 2D Rogue-LITE elements. You become an adventurer exploring a continuously evolving dungeon to prevent the town from being destroyed. Eliminate enemies, use a variety of weapons and magic, eat food, and defeat evil in the dungeon!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese, Korean, German, Spanish - Spain, Russian, Portuguese - Brazil
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
以现在的标准来看是挺牢的了,流派成型要求不低但没有抓取纯随机,近战远程的风险收益比差距较大,费手的手动连发武器,再加上每局没什么变化还长的一批的地牢,玩起来是有点无聊了
浅尝了下,的确是《Dungry(贪吃地牢)》,局内成长主要靠吃饭提升的被动数值,运气好连吃几顿强力buff直接横行霸道了,反之就是纯粹的刮痧,局外解锁要素对游戏体验影响巨大,前期有点坐牢。 因为很喜欢同制作组的《赛菲莉娅》才尝试的,依旧是相当丰富的构筑深度和较长的单局内容,不过小怪和boss都只有一套,游戏体验相对重复,横板战斗的手感于我不是那么好(闪避没无敌难躲弹幕),且绝大部分近战武器不能长按攻击,一局下来右手食指压力极大,出于健康考虑我应该不会继续玩太久。 综合:如果不是偏爱横板战斗,更推荐去玩俯视角2d的[url=https://store.steampowered.com/app/2436940/_/]《赛菲莉娅》[/url],如果已经玩过了意犹未尽的话可以尝试一下本作,毕竟前者还在ea。 ps:虽然每层终点会有存档退出的篝火,但其实本游戏进房间会自动存档,可以打一半随时退出下次继续很不错。
Do not take my play time literally. At least 70% of it is the game idling because it's a grindy game that doesn't give the QoL of letting you just save and come back. I have to bounce onto the PC every here and there to get my gaming time in. But anyways, the above isn't a huge criticism because you can 'campfire' at the end of every map and that's the save, but still, considering the kind of game it is, that's a hassle. It follows the formula of you needing to play really well to proceed, and even though there are very limited health packs (fairies), effectively no healing abilities, and if you try to faceroll combat you're in for a bad time. So this kinda pushes you to play longer sessions to get in the zone and remember what you were doing. I just need to be able to step away from a game like this and come back on my terms, not a checkpoint save system. That said, it's still a good game and I put around 8 real hours into it. I'm getting annoyed trying to beat the final boss because it takes forever to get to it and if you screw up once or twice in that fight you're back to square 1. So I got caught up in that, and feeling like the entirety of the game already happened in my attempts, and there isn't enough here to keep me chasing. Even if the game unlocks new modes or contents (???) after the final foozle fight, I'm not caring anymore.
内容少,所以设计成解锁很慢,需要拼命肝。很多在其他游戏里开局就给的功能比如刷新商店,要很复杂的解锁条件并且肝BOSS获取资源才能获得。 但是地图和BOSS永远是这个顺序,甚至房间也都差不多,玩起来就更坐牢了。 甚至还用转生清除局外成长这种一般用在网游里的功能把局外成长时间拉长,强行延长游戏时间。每次转生完刚失去区局外成长的那几局真是最坐牢的时候。
It's a simple roguelike with barely any combat mechanics, but the way dashing works turns this game into a game similar to Enter the Gungeon. A run is quick and the action starts immediatly,
such an awful control setup. If you want to play on keyboard, just give up. Everything happens towards the position the mouse is pointed, you will always find yourself dashing upwards and taking free dmg.
Wow, I let a Youtuber bait me into getting this game and just wow I LOVE roguelites but this game really felt like a nothing burger I did like 15+ runs(honestly probably more, it's been a while) and I just felt bored but mostly felt like I was missing something, like there was a BIG thing I was missing (like a mechanic or a move or something) that made the game click or cohesive with all the other elements and it's just not there
스컬, 할로우 나이트, 실크송에 이어 던그리드 클리어! 익숙한 맛이지만 마우스 조작은 신선한 경험이었음.
游戏内容如果作为十几小时级别的作品其实是很丰富的,但是制作组为了延长游戏寿命,把局外成长拉长成几十小时,那我就很难推荐了。当我知道还有个类网游的垃圾转生系统(清空局外成长的点数,并提高点数上限,共5次转生),我就知道我该出门摸草了。 总之,如果当rouge-like玩,不打算通关游戏,简单玩个十小时,8.5/10。有通关强迫症但没开修改器,7/10。如果是横版动作游戏爱好者估计会给出更高的分数。(个人评分参考值:7/10我买后不会退款, 8/10塞愿望单折扣入,9/10原价可入)
내가 스트리머 방송을 보고 인생 처음 한 로그라이크로 기억하는데 이때부터 로그라이크를 꽤 재밌게 플레이했던 거 같다. bgm이 좋고(특히 슬라임 보스) 짧지만 굵은 게임 다만 플레이어블 캐릭터 밸런스가 살짝 아쉽던 게임.. 그래도 제작사의 첫 작품으로서는 굉장히 훌륭한 게임
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Related
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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