
Be evil. Build your dungeon and grow your empire in this roguelite dungeon builder. Hire monsters, set traps, battle heroes, and conquer the overworld with an ever expanding legion of evil.
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About
It's time to be evil. Build and master your dungeon, hire despicable monsters, and rise to conquer the overworld. Gaze from below as your dark tendrils creep across the land, snatching treasures from the forces of good and funding an ever growing empire. But beware! Saint Million the Hero King and his table of royal knights are always watching. Leave your dungeon weak, and a single cleave from the hero's sword will end your reign.
My Infamous Dungeon is a roguelite dungeon builder. Take time to carefully plan your dungeon, then protect it against waves of greedy heroes.
An ever-changing dungeon
Build a unique dungeon every time. Combine 6 monster clans and 15 professions to uncover devious synergies and menacing strategies. Roguelite elements bring improvisation and variety to each playthrough.
Control the pace
Heroes enter the dungeon when you allow it. Take your time to plan your dungeon and lay devilish traps, then test your work against waves of delightfully foolish heroes.
Change the world
Carefully plan your route through the overworld. Conquer different towns to earn unique upgrades, and optimize your strategy before the journey's end. Even the most evil of quests must finish at the hero's castle, where the king waits.
Grow your infamy
Each victory earns infamy. Relentlessly stretch your sinister grasp over the land until all the great monster clans know your name. Use that dark reputation to unlock new monsters, spells, and artifacts.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Reviews
Themes across 61 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Great foundation, but desperately needs much more content and a balance pass[/h1] I genuinely had a lot of fun with the demo, but once you figure out the meta, the game completely falls apart. [h3]The Good[/h3] [list] [*] [b]Solid Core Mechanics:[/b] The underlying gameplay loop and base systems are fantastic and have a lot of potential. [/list] [h3]The Bad[/h3] [list] [*] [b]Severe Balancing Issues:[/b] My initial strategy effortlessly carried me through every difficulty without a problem. It’s far too easy to end up with every monster dealing [b]100K+ damage per hit[/b] every single run, largely thanks to overpowered perks. [*] [b]Professions Need a Rework:[/b] A huge portion of the available professions are completely worthless, while a select few are heavily broken. [*] [b]Lack of Variety & Endgame:[/b] Higher difficulties don’t introduce new mechanics, unique waves, or fresh challenges—they just scale numbers. Furthermore, NPC encounters feel identical every run, leading to repetitive gameplay. [/list] [hr][/hr] [quote] [b]Verdict:[/b] It’s a shame because the game has a really great base. If the developer steps up with some major balance patches and content updates, this could be something special. Until then, I'm not holding my breath. [i]Hope y'all enjoy it, though![/i] [/quote]
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Languages: English
Hours played at review time, across 61 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The base mechanics are fun and entertaining, trying to make the best decision with each clan to get your monsters powerful is a decently good time. But this game has some major balancing issues. Other comments have also pointed some of these out - Several Professions are useless/underpowered while others are clearly overpowered (Librarian adding 50XP to every XP gain is very powerful, I'm not saying to nerf it, but you should probably add atleast one powerful effect to each one of equal worth for atleast some builds) - the heroes only have a few different abilities to make them stand out, they really should have a class or 2 that takes different paths or that have more specific boons against fighting in certain types of rooms, either by size, monster count, or other factors. Perhaps some heroes are AOE and damage a whole room, perhaps some might be archers and attack monsters a tile ahead. A chance for parties to form and for them to work together at once to have more interesting effects would go a long way to making the mid-end game more interesting. - monsters all work by just attacking what's in front of them. This could really use more complex monsters or traps. Perhaps monsters that can damage at range, or traps that effect every tile of a room, or take up a whole room. A monster/artifact to see through stealth would also be neat, it'd mean you could also boost stealth especially as the rounds march on. At first stealth and shielding are minor threats, but by late game they don't matter much at all. increasing their length as the rounds go on might help. - Visual variety is also pretty stale, if each deck got their own themed rooms/tiles that would go a long way to making it feel a little less drab. - You always get the same amount of "Infamy" (Level up currency) no matter the difficulty you choose, it really should start a bit lower and raise with the difficulty. - Difficulties really need to be adjusted, some of the difficulties only do very minor changes to the final set of heroes that makes no reasonable difference. They should either combine the final hero changes into just one difficulty tier or add on more base enemy effects as well. - I've gotten several random crashes while playing. I don't have any reports from them at this time, but the game could likely use some more play testing to find and fix them. Thankfully it saves after each round so little is lost. Overall my thoughts are that the base mechanics are good, it just needs more variety. Not more pointless stat ups or near identical monsters, it needs more to add to the true depth of the game. It makes me wish steam had a middle option between recommend or not recommend, but because I care about supporting indies and BoxFox has shown some promise I will reccommend here. I have no clue if BoxFox will be adding any more to the game, but I truly hope they do, cause they do have a good foundation. I'll definitely return for any future content patches/additions.
If you ever wanted to level up and evolve your pokemons to defend your evil dungeon, then this is the game. Are some of the monsters useless? turn them to food and feed them to monsters that you actually care for. Fun and tactical with spells and equipments. Easy to pick up, harder to master.
I was excited for this. Love the Dungeons series. The idea of playing as the dungeon master. This game though, Not fun. Feels more like a failed iphone game. Feels more like it is in early alpha to be honest. I will check back if they ever even update it to be worth my time to play.
good game, lacking content. the game is fun dont get me wrong, but the loop kinda gets boring after a while and like another person said, feels more like an iphone game or something; it for sure has potential, great game and system but just eh. its fun and a good game, but imo not really worth the money and feels like more of an alpha or an early access game that just went into early access. if you have money to burn and spare cash, sure; but there is honestly a lot of other games with much more content for similar or less price.
TLDR A simple but highly addictive tower defense game for me at least. I liked the fantasy art style. General vibe is indie but polished and satisfying. No bugs of any type, although the auto-save can be a little opaque until you figure out where the checkpoints are. There are some balance issues and annoyances, but nothing that prevented me from enjoying my experience. Here's a few suggestions for the developer Placing/rearranging tiles is annoying. It would be nice if you could store tiles somewhere when you want to rearrange your layout so they're not in the way. Also, I'd like to have the ability to multiselect tiles (or have that explained in a tutorial if it's already possible). Without these, the achievement for placing 16 tiles isn't worth the bother. Losing artifacts when you merge monsters that have too many items is a buzzkill. Some kind of means of transferring artifacts or otherwise getting a benefit from them when you merge would be appreciated. Things went better for me when I started being very selective about what I used, but I was sad that I ended up throwing away or not using many of them very much. More variety in win conditions would add longevity. The difference between monster clans is only skin deep. At the end of the day, the meta is "stack raw damage boosts with percentage damage boosts." The only difference is how exactly you do that. Also, for people learning the game, the difficulty spike at the end of each run is annoying. You can be winning easily and then get steamrolled out of nowhere. A smoother curve would probably encourage more people to keep trying.
Yes this one is really well done and good. Just finished my first run and I must admit, it is well worth your bucks! Go get it.
Fun and light dungeon core game. Definitely seems like it could get deep and complicated but the first mission is definitely enough to keep me playing. Looking forward to digging into it some more.
I don't want to make any comparisons, but it reminds me a little of Monster Train. If you like Monster Train, then I think you will like this. I think this is fairly priced and I have already put 10 hours in it since yesterday. I can't wait to see where this game goes.
Fine as a base, but needs more, and some touch ups as is. If you like Dungeon Builders and want something to scratch that itch until perfect game comes along? Not a bad pick up. The game is fun, and if you get to threat 7 you can probably get a dozen or so hours out of it. Placing various rooms, and rearranging them is enjoyable. The flow, and loop makes sense. I want to say it has some good groundwork but in some areas it still feels like its in Beta. For example you can unlock clans, and classes. Do you want to know what those are, or look at the skill tree, or troops? Pick em. There's no index to look at that. Want to know about the named enemies, or even the rank and file? Nothing there. Traps seem curiously absent, and the closest you get is a spell to cast on the enemy spawn point. Xp isn't shared throughout your dungeon, which means if you have a unit that does 90% of a untis health and another one gets the final hit your first guy gets nothing for it. While placing various rooms is fun, most of them are the same kinda deal. They have more, or less spots, but they're some sort of square or rectangle. No circles, or other shapes. Enemy ai outside of a challenge mode functions the same way every time. They go in, and explore the dungeon in a clockwise way. That's it. This means you build a huge maze if you want to sprawl to the right, and a single room over you put a tiny room with your dungeon heart on it , and you're golden for the most part. Enemy types are soldier, soldier with shield (paladins don't heal etc), mage, and rogue along with final boss, and boss versions of the soldier, and mage. The rogue is the only one you really need to change up for as stealth is just a skip encounter freebie. The secret is to rearrange your dungeon when you see one is coming, and toss low levels there to eat the stealth so it pops out in front of your big guys. On a + side there are things you can add like kitchens that modify your monsters. They'll change the attack, health and also let them cook food when you kill enemies which in turn feeds your armies. Useful for beasts, but less so for undead who don't really eat. Your little monsters will also get cute chef hats in that room. There are other rooms that serve the same purpose, altars, mana rooms, and gold blocks where you plop down low level monsters hopefully out of the way of enemies and let them do their thing. It's up to you to pick which ones you need and cal do without. Some like the library, give you a diploma cap, and lots of xp, but at the cost of reducing your monsters health greatly so letting a hero into that room usually leads to a slaughter of most of the students. To level up your monsters you do the 3 merge game. This is fine, serviceable. It does not however take into account separate stats when you do so. For example a spider dropped onto a spider will always have the same attack as a result no matter if you had that spider hitting the gym the entire run so something to be aware of. Artifacts on your monsters will combine unless their pockets would be full in which case you lose what the one you dropped had. There's no confirmation for merging so if you're moving around monsters you can sometimes accidentally merge them so be careful on that. As an aside each clan also only has 3 units. For example undead are skeletons, ghosts, and wraiths. Each of those has a few different forms, but they're the same still. For example skeletons turn into bigger skeletons, and then into 'skeleton lords' which stays the same no matter how high a level you get. Other than for fun higher levels of threat (ascensions basically) do not increase infamy. You get the same 800 for playing on 0 that you do for beating the hero twins at 7. The only way to increase this is a challenge run where you can selected a few options to add a few hundred infamy. The most expensive unlock is 2k so it's not the end of the world, but it does highlight how little there is to the tree. Most of your evil tree unlocks new classes, more health for your dungeon heart, more gold at the start, or clans. Some of the classes have great synergy, plague doctor, and the other healing classes if you get lucky with items and rooms can give you some truly powerful guys. Most clans can beat the initial few difficulties fine, but a few struggle at higher ascensions. I would probably never pick Elemental over my venom stacking boys. That could be a personal thing, but they just didn't seem to scale as well as double stacking poison. It could use something for extra infamy at the end. It's a single player game so balance is less important once you've basically cleared everything. Once every upgrade is purchased let us dump infamy into clans, or stats at some increase to let us improve their base stats or something. Maybe even just a separate tree where we can pick a clan, and upgrade aspects of that clan (ie if you pick undead you can spend infamy to make deathrattle trigger twice, or improve deathrattle etc) The game seems to lag after it's been open for around an hour or two. You can close, and reopen it but it's worth noting. The screen where you select areas to corrupt is again serviceable, but very very bare bones, and looks like a placeholder. To it's credit it does work it just looks...not great. You'd get the same effect just picking something from a list. Considering it's where you get great items, skill points it seems like it should look a bit better. I would still recommend it because it's hard to find a good dungeon builder, but be aware of what you're buying, and its shortcomings. Hopefully it'll get more updates, to patch up the game, and expand on it.
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