
Summon, consult, and train procedurally generated monster girls in this dungeon roguelite. Evaluate the strengths and weaknesses of different monster types as you prepare the ultimate team to defeat dangerous enemies and collect powerful artifacts. (Game is SFW)
Modeled estimate, not a reported figure. How we estimate →
Media

About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
The game is slow. A fight starts and you wait what feels like 10 seconds until all the artifact effects have played out, then another 10 seconds for orb effects. After that, your backliner buffs your frontliner, waiting another 3 seconds for the buff animation. Then about 5 more seconds because you filled your Orb gauge, followed by another 3 seconds for additional artifact effects. Next, the midliner attacks the enemy , 3 seconds wait. Then your frontliner attacks and kills the enemy. Because of an artifact, the enemies moving up take damage, which adds what feels like another 6 seconds. Then the enemy attacks your frontliner, whom you naturally loaded up with every “on damage taken” debuff you had — which again takes roughly 10 seconds to fully play out. All of these time estimates are approximate and based purely on how it feels while playing, but the pacing becomes very noticeable over time. When you first step into a dungeon, the fights are a bit slow but still manageable. However, by the time you reach the boss, a single round can take several minutes to resolve because there is no speed up option, at least none that I could find. The game would easily be a 7/10 for me if the fights were significantly faster. As it stands, I simply get bored because of how long everything takes. The balancing is also mediocre. Artifact stacking quickly outscales enemy strength. A team that could barely beat the first two floors of a dive can later practically AFK due to Orb stacking, skip turns and let the orbs handle everything.
A neat idea, but the game lacks polish that I would expect for the price. The roguelike dungeon aspect is decently well balanced, but extremely repetitive and just feels very slow and clunky. The teambuilding is quite shallow, and it feels like the characters really lack any depth. It's fun for a couple of hours but that's about it - I would not consider it worth more than about $5.
Fun game but i cant stop my party from walking up constantly
A very fun, cute darkest dungeon like! I really hope the Developer keeps making little games like this ^^
pretty good game <3
i enjoyed it, mainly due to how the effects do(or don't) interact with each other, specifically with focus, slow and blind. focus is helpful as a buff, but so far i've only seen artifacts have a use on getting it. If you don't have focus(or a way to proc it) on ur DPS (damage per second/attacker) then you won't be able to hit enemies on lower floors. I've used a golem for the dps due to how it stacks well with the common item[trowel]. i've also noticed that if you have a healer that gives bleed but most of ur monster girls can't get it, then use the bleed skill as apposed to the status healer one(from the personality). i've rambled on my strats, apologies. I've enjoyed the game for one reason: you can take a nap in combat and it's amazing.
Very enjoyable. I'm still pretty early on, but I don't really see it getting too much more difficult outside of the optional options menu to make things tougher which is a nice touch. I will absolutely echo a few others sentiments about it not really being super clear on the UI sometimes, and its missing some QoL stuff, but otherwise it's a solid go. It just got a patch a week ago so maybe they're still working on it, but even if they aren't and are just bug fixing, I would recommend for a nice simple crawl through a monster girl world so far.
Just getting started with it but I can tell a lot of love went into this one. Good monster rancher clone of the many games I bought this sale i will not be refunding this one 8/10
Little grindy. Not a terrible game but there's better out there,
I liked this at first but the difficulty spike is ridiculous. You'll clear the first few dungeons easily, then hit the next dungeon in line with the same characters and you literally cannot accomplish a single thing. You will fail every single skill check and lose every single combat. Even if you pump your characters up, they still get wiped because I'm not sure but I think there's some sort of level scaling going on with monsters, too. I don't know and I'm not doing any more research. I'm out at this point and I'm going back to something more normal. I think a large part of the problem is that the way your characters improve is so atypical. There's 3 things: 1. Your characters don't improve a lick from adventuring. They improve from working at flower shops and the like during the week and they improve from you buying them gifts. This aspect of the game isn't very interesting though, and you only have a limited amount of actions you can perform a week. 2. Your characters get certain abilities when they get created and more abilities when you level up their trust with gifts. But you have no control over what those abilities are, and given your character is going to be designed to play a specific way in a specific spot in the party, the odds that any one new ability will benefit you are very low. 3. You do improve in dungeons for that one run, IMMENSELY, through the acquisition of artifacts which you sell at the end of each run. You get one artifact after each combat and through succeeding in skill checks although good luck with the latter. What this means is that the first level or 2 of a run is challenging but if you survive that you become really OP. By the last two levels of a dungeon the monsters are extremely lucky if they even get an attack on you. In fact they're lucky if they even make it to round one of the battle. So you've got this weird thing where the first few combats in a dungeon are supposed to be hard and then the last few combats couldn't even really be defined as combats. It's very hard to gauge where your characters are skill wise in relation to what the dungeons expect. The difficulty bands between each dungeon are such that either your characters are strong enough to stroll through it with their eyes closed or they're not strong enough to be attempting it at all. No in between. It's too easy or it's impossible. So there's not really much room for strategy in each dungeon, especially given that your character development within the dungeon is shaped entirely on which random artifacts you receive. I don't know. Credit to the dev for trying new approaches. I respect that. But to me, being original doesn't have to mean that every single thing needs to work differently from a normal RPG.
Related
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Lost Alone Ultimate | $40.2K | 118 | 89% | $14.99 |
| Who's Who? | $40.2K | 432 | 75% | $4.99 |
| Wasteland Angel | $40.2K | 320 | 58% | $4.99 |
| Slyders | $40.2K | 169 | 86% | $9.99 |
| Rally Arcade Classics | $40.2K | 155 | 82% | $19.99 |
| Wirm | $40.2K | 161 | 93% | $6.99 |