
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 44 reviews with recorded playtime.
Reviews
Themes across 44 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
無聊的時候開一把真的挺爽的,一場蠻快的 --- 後面還有一些關卡沒打,但應該不會再開了, 是一款不錯的遊戲,不過大概20小就膩了,有機會再開
my dog has a gun, 10/10
我個人很努力挑戰了,無法給予好評 尤其是第二區之後的王血量 若沒有把好武器,根本刮痧 戰鬥中的回血手段太少 局外升級經驗獲取偏低,導致不斷坐牢 一開始很刺激,後面就很疲乏 隨著深入地城只是越來越絕望 加上大量的小怪要清除才能再次挑戰BOSS 但仍只有一次機會,沒有多條命可以練習 又要重新浪費時間地城探索 若沒有給予適當的武器,恭喜這場陷入浪費時間的負面循環 且角色身上能帶走的金幣居然還有上限,多賺的錢還帶不走 沒錢無法購買好武器,回到賭寶箱看運看命看武器的環節 不要看他的畫風很可愛,真的是又臭又肝又農 結論:對我這小廢廢來說,太農太難了
挺不错的肉鸽游戏,不过由于先入为主,先玩的霓虹深渊,所以并没有什么新鲜感和惊喜,因为除了加点系统不一样外,很多武器装备效果都类似,区别也就是霓虹深渊枪械多近战少,贪婪地牢是近战枪械73开吧~ 个人认为火焰石头人,庄园主,猹是本作最难的三个boss,在最高难度下贪婪地牢的钥匙10要比霓虹的苦难模式难很多,原因有几点:1.贪婪地牢大部分局都是近战为主,要求走位躲避的同时,不能像霓虹那样直接突突突完事,还得追击攻击,有时遇到地形限制,在本就没有什么续航能力的情况下,对操作要求极高。2.续航和保命道具非常少,哪怕是血杯和护盾,面对困难10下的boss战也几乎没有什么效果,如果遇到之前食物属性不佳的情况,输出又差一大截,而霓虹深渊的吸血和护盾明显要比贪婪地牢容易获取,容错率上会高不少。3.除了雷神,王子剑,藤条和宇宙之心套外,极少有套装能从头用到尾,困难10模式下少一个装备栏更是用不到套装,可见对装备栏的严重依赖,而霓虹深渊的套装几乎都可以打到毕业。综合4星吧~
it just feels... cheap. like it was made in game maker...
优秀的肉鸽游戏,根据不同角色有不同流派玩法,一局的流程不短且重复游玩性高,套装的组合效果也增添了不少乐趣,吃饭加的属性很高,无愧于贪吃地牢
먹을만 하네요.
Peak, Saddly It Doesnt Have Life Service.
es bastante bueno con una variedad de armas y combinaciones entre ellas , ademas del sistema de las estadisticas que es bastante buena y los buenos diseños de los jefes y enemigos , que tambien los jefes tienen muy buenas habilidades con las cuales se te hace dificil vencerlos
好玩,上手比较简单,搭配几乎固定,但同样的主题一直打会很累🥰
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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.
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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