
Me And Dungeons is a first-person action game for one player. Pass through all the dungeons to prove your courage and become a real warrior. Kill monsters, grab gains, and buy weapons. You may also create your own adventure with a simple dungeon editor.
Modeled estimate, not a reported figure. How we estimate →
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About
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
Физика игры притянута за уши: это перемещение NPC по нодам(точкам карты) в одной плоскости и 100% нанесение урона после замаха моба, даже если вы отбежали уже на 10 метров. [i]Поиграйте в Frank Herbert's Dune 2001, Harry Potter and the Chamber of Secrets 2002, Taz: Wanted 2002, The Hobbit 2003, Horsez. Школа верховой езды 2003, Shrek 2: The Game 2004, Lemony Snicket’s A Series Of Unfortunate Events 2004, 7 Sins 2005, Alice: Madness Returns 2011 [u]и увидите классику данного жанра и то, какой игра должна быть[/u].[/i] [table] [tr] [th] [h1][i]Понравился обзор?[/i] Не ленись и [url=https://store.steampowered.com/curator/32349541]подпишись[/url]. Секундное дело, никак не обременит и не скажется на тебе. Дай [b]+1[/b] к счетчику(это внутри стима)🤗 ~~~~~~~~>[url=https://store.steampowered.com/curator/32349541]👣ЖМЯК👣[/url]<~~~~~~~~[/h1] [/th][/tr] [/table]
垃圾的战斗系统,每隔几秒才能攻击一次,而且隔着十万八千里,也会被怪打到。虽然是18年的游戏,但是感觉和20年前的游戏都没得比。这游戏烂到放手机上应该都没人想玩。
Me And Dungeons Unity built mobile app that's been dumped on Steam. If you had to ask me what was wrong with Steam today, this game would probably be a great example. It's a mobile app, it doesn't belong on Steam. While it's an FPS, it's badly made, janky, buggy, laggy even though it's single player. Enemies don't even die when you reduce their health bars to zero. And yet developers think it's okay to publish games like this, and Valve thinks it's okay to let them.
Those are some nice looking assets thrown into a broken mess of a game. You can swing your sword only once every few seconds while you take damage when enemies attack, even when they miss by a mile. Despite that, you are never really in danger, there is no balancing to speak of. The 30 levels in the game are partially broken. Some have boundaries that are clearly offset from the ground textures. Enemies can spawn outside of boundaries and walk right through them. Some of the boundaries have holes where you can walk right through. Enemies and items can blink out of existence temporarily. And if an enemy blinks out and back in during its death animation, it becomes an invulnerable statue. The UI is unresponsive and some graphics are clearly offset. Poorly designed as well, you can access the shop to buy better weapons only if you exit out of the game into the main menu. The weapon images shown in the shop look completely different to the weapons during gameplay, also the stats are wrong (f.e. the strongest weapon has 20 damage according to the shop, but only 15 ingame). If you are an achievement hunter, this game also is not for you. One of the achievements is broken since release (almost 1.5 years ago now) and has never been fixed. Avoid this one.
если не играть то игра нормальная
Честно признаюсь мне было стыдно, что я в это играю :-) Но желание пройти игру со всеми достижениями присутствовало и я почти это сделал, проблема в том, что достижение по сбору кристаллов по чему-то не работает. Секрет в том, что после того как вы побеждайте 30 врагов можно пройти игру просто пробегая мимо врагов, а причина такого поступка стала лишь в том, что некоторые враги просто исчезали из под носа и восстанавливали здоровье. что весьма ломало игру. Игра конечно так себе, но мои дети восторге.
This is a cool game. Nice cartoon style. Great adventure in the game world
Me And Dungeons is a straightforward first-person dungeon crawler that embraces simplicity above all else. Developed and published by DIG Games, the title focuses on fast dungeon exploration, basic hack-and-slash combat, and loot collection without trying to overwhelm players with complicated RPG systems or cinematic storytelling. It feels heavily inspired by older arcade-style dungeon crawlers where the primary goal is simply to descend deeper into dangerous areas, defeat enemies, collect rewards, and survive long enough to become stronger. While the game clearly lacks the polish and depth of larger fantasy RPGs, it still manages to provide an enjoyable gameplay loop for players looking for a lightweight and accessible dungeon-crawling experience. The premise is intentionally minimal. Players enter a series of procedurally generated dungeons filled with monsters, traps, and treasure while gradually improving their equipment and fighting tougher enemies. There is very little emphasis on narrative or worldbuilding. Instead, the game is built almost entirely around gameplay progression and repetitive dungeon exploration. This stripped-down approach gives the experience an old-school arcade feeling where the focus remains entirely on combat, survival, and loot collection rather than dialogue or story-driven immersion. Combat forms the core of the gameplay experience. Players battle various monsters using melee weapons and ranged attacks while navigating tight dungeon corridors and dangerous rooms. The combat mechanics are simple and easy to understand immediately, making the game highly accessible even for players unfamiliar with dungeon crawlers. Encounters tend to be fast-paced and chaotic, especially when multiple enemies surround the player at once. Although the combat lacks tactical complexity or advanced mechanics, it still creates satisfying moments during larger battles where survival depends on movement and quick reactions rather than deep strategy. One of the stronger aspects of Me And Dungeons is its sense of progression. Defeating enemies and collecting treasure constantly rewards players with new weapons, upgrades, and currency that can be used to improve combat effectiveness. This steady flow of rewards creates a satisfying gameplay rhythm because there is always another weapon to unlock or another dungeon level to conquer. Even though the progression systems remain fairly basic, they provide enough motivation to keep exploring deeper into the game’s increasingly dangerous environments. Procedural generation also helps maintain replayability. Dungeon layouts change between runs, meaning players cannot rely entirely on memorization to survive. Enemy placements, room structures, and pathways vary enough to keep exploration somewhat unpredictable. While the procedural design lacks the complexity and environmental storytelling of larger roguelikes or advanced dungeon crawlers, it still prevents the experience from feeling completely repetitive during shorter play sessions. Another surprisingly ambitious feature is the inclusion of a dungeon editor that allows players to create custom levels and challenges. For such a small indie project, this addition feels impressive because it expands replay value significantly beyond the standard dungeon progression. Players interested in designing their own fantasy challenges or experimenting with layouts can spend additional time building custom adventures. Although the editor itself remains relatively simple, it adds creativity and community potential that many low-budget indie dungeon crawlers never attempt to include. Visually, the game is undeniably rough around the edges. Environmental textures, character models, and animations are simplistic, and the overall presentation clearly reflects the limitations of a small independent project. However, the visual style still possesses a certain retro-inspired charm because of its straightforward fantasy aesthetic. The environments may not be highly detailed, but they remain readable during combat, which is important for a fast-paced dungeon crawler. Different dungeon themes and weather conditions also provide at least some visual variety throughout progression. The sound design is similarly basic but functional. Weapon effects, enemy noises, and ambient dungeon sounds support the gameplay without becoming particularly memorable. The soundtrack itself is fairly minimal and primarily exists to maintain pacing during exploration and combat. While the audio design does not add significant atmosphere compared to larger fantasy RPGs, it works well enough within the game’s arcade-focused structure. One of the game’s most appealing qualities is how approachable it feels. Me And Dungeons avoids burying players beneath complicated menus, crafting systems, or lengthy tutorials. The mechanics are easy to learn, and players can begin exploring and fighting enemies almost immediately. This accessibility makes the game suitable for casual players looking for simple fantasy action without the commitment required by more complex RPGs. The fast-paced structure also makes it easy to enjoy in short sessions rather than requiring long uninterrupted playtime. However, the simplicity that makes the game accessible also becomes its biggest weakness over time. Combat encounters eventually start to feel repetitive because enemy behavior and weapon variety remain limited. There are very few mechanics that dramatically change the gameplay loop later in the experience. Players looking for deep customization systems, strategic combat, or evolving dungeon mechanics may quickly lose interest once the initial progression excitement fades. Technical roughness is also noticeable throughout the experience. Animations can feel stiff, enemy AI is simplistic, and environmental interactions occasionally lack polish. The game consistently feels like a low-budget indie project, especially when compared to more refined dungeon crawlers or roguelikes. Certain systems could have benefited from additional balancing and refinement to improve long-term gameplay variety. Despite these shortcomings, Me And Dungeons succeeds because it understands exactly what kind of experience it wants to provide. The game does not attempt to become an epic story-driven RPG or an incredibly deep roguelike. Instead, it focuses entirely on delivering quick dungeon-crawling action built around combat, exploration, and loot collection. That simplicity gives the game a certain charm because it never overcomplicates its mechanics or loses focus on its core gameplay loop. What ultimately makes Me And Dungeons enjoyable is the straightforward satisfaction of descending into dangerous dungeons, fighting monsters, and gradually becoming stronger. The gameplay loop may be repetitive, but it remains easy to enjoy for players who appreciate simple fantasy action and arcade-style progression. Even with its rough visuals and limited depth, the game still captures the addictive appeal of classic dungeon exploration games where survival and loot collection are the primary rewards. For players who enjoy lightweight indie dungeon crawlers and are comfortable with repetitive but accessible gameplay, Me And Dungeons offers a fun and occasionally addictive fantasy adventure. It may not have the polish or complexity of major RPG titles, but its procedural dungeons, steady progression, and straightforward combat still make it an entertaining experience for fans of simple dungeon-crawling action. Rating: 6/10
JOGO LIXO, PUTA QUE ME PARIU, SE EU SOUBESSE QUE ERA ESSA MERDA GIGANTESCA NUNCA TERIA NEM ACEITADO ESSA BOSTA, ACHO QUE FOI OS MINUTOS MAIS PERDIDOS DA MINHA VIDA, NEM FILA DE BANCO É TÃO TEMPO PERDIDO DO QUE ESSA MERDA DE JOGO, ESPERO QUE O CRIADOR DISSO MORRA PRA NUNCA MAIS CRIAR ALGO TÃO DEPLORÁVEL.
I. В игре баги: 1. Убитые враги не исчезают, а продолжают нападать. Единственное решение - перезаход на карту. 2. Сломано достижение "Охотник за сокровищами". Получить его невозможно. 3. Текстура оборотня лаганутая 4. В каждом уровне можно найти как минимум один выход за карту(на некоторых уровнях таких пробелов в стенах около 24) 5. Некоторые предметы спавнятся за картой(куда я умудрился попасть спомощью щелей указанных выше) II. Не продуманное в игре: 1. Можно легко купить самый дорогой меч за алмазы и тогда остальное оружие становится не нужно как и сама валюта за которую и приобретается оружие. 2. Уровни однообразны и не интересны после достижения самого сильного меча, ты проходишь игру через силу в надежде на следующий уровень, где возможно не будет так скучно, но ты огорчаешься и огорчаешься каждый раз. 3. На снежныйх картах иногда происходят непонятные мерцания снега(будто это баги, но я сомневаюсь пока что). III. Надеюсь игра улучшится, ну а пока на подсчете минусов я закончил, "пока что"). Если исправят игру, оценку рекомендации изменю
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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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