
A dungeon in danger ! Build, manage, and defend your tower in the satirical heroic fantasy universe of Dungeon of Naheulbeuk. From a shaky establishment to an infamous lair!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 28 → 0.43/day in the week after.
About
Sums Steam only; PlayStation, Xbox, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 1.3Kreviews | 74% | — | $1.4M |
| $29.99 | 257ratings | 52% | — | not modelled | |
Engagement
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I would like to give a positive review of this game but with all the soft-lock inducing bugs that i encountered during the campaign I cannot do so. A few examples of bugs that soft-lock your game and force you to restart from a previous save : - During the torture tutorial, if you are already inspecting the prisoner when the tooltip asking you to release him appears, it close the prison tooltip and you cannot interact with anything anymore (even the esc menu isn't working) you have to alt+f4 - During an attack, sometimes the enemies get stuck on a floor in combat mode (even so you have zero fighting force at this floor). At this point you can't progress anymore since you can't give orders to your troops to go fight the enemy... - When you move a room on a different floor sometimes random tiles on the ground become unavailable and you cannot build on them anymore... I finished the campaign and oh boy it was not a fun experience...too bad the first bug appeared after the 2h mark or i would have refound the game...
[h1]🎮 [u]Naheulbeuk's Dungeon Master[/u] 🎮 [/h1] Mit dem 2020 veröffentlichten [url=https://store.steampowered.com/app/970830/The_Dungeon_Of_Naheulbeuk_The_Amulet_Of_Chaos/]The Dungeon Of Naheulbeuk: The Amulet Of Chaos[/url] hat dieses Spiel vom französischen Entwicklerstudio [url=https://store.steampowered.com/search/?developer=Artefacts%20Studio]Artefacts Studio[/url] nur noch wenig gemein. Denn man geht weg vom rundenbasierten Rollenspiel, hin zur Bausimulation mit Managementaspekten. [b]Gameplay[/b] Wie gesagt ist das eine Bausimulation mit Managementaspekten, doch anders als viele andere dieses Genres. Denn wir gestalten als Manager im Auftrag unseres Arbeitgebers unser eigenes Verlies und bauen dies aus. Dazu richten wir unterschiedliche Räume ein, die von der Taverne über Schlafquartiere und Waschräume bis hin zu Bibliotheken und Schatzkammern reichen. Das Interieur erweitert sich dabei von Zeit zu Zeit, abhängig auch von dem Ausbau des Verlieses und je nach Gestaltung ist auch die Qualität des Raumes. https://steamcommunity.com/sharedfiles/filedetails/?id=3798081495 Damit der Laden läuft, benötigt es auch Personal; hier Lakaien. Diese können wir anstellen und die Jobs sind genauso mannigfaltig wie die Gestaltung der Räume. Von einfachen Dienern die putzen, über Köche, Wachen und Handwerker geht die Palette bis hin zu Hexern, Folterknechten oder Totenbeschwörern. Eben all den Kreaturen die man in einem guten Verlies antreffen kann! Mit der Zeit gewinnen diese auch an Erfahrung und steigen im Level. Handwerker, Hexer und Co. stellen hierfür auch Gegenstände zum Gebrauch oder Verkauf her. https://steamcommunity.com/sharedfiles/filedetails/?id=3798082362 Der Managementaspekt kommt dann über ein separates Menü zustande, in welchem wir den Verkauf von Waren koordinieren, um Gold für den Ausbau des Verlieses zu erhalten oder indem wir Überfälle organisieren. Aber Obacht! Auch unser Verlies kann attackiert und ausgeraubt werden, weshalb wir auch Fallen zur Abwehr aufstellen können. Damit der Alltag aber reibungslos funktioniert, müssen die Bedürfnisse der Lakaien gedeckt sein. Im Managementmenü können wir dafür alles nötige überblicken und bei entsprechenden Lagen agieren. https://steamcommunity.com/sharedfiles/filedetails/?id=3798081847 Mit Gold können wir im Übrigen auch zusätzliche Dekorationsobjekte für die Räume, zum Teil auch spezielle, erwerben, welche am Ende vom Tag das Ansehen des Raumes und letztlich des Verlieses steigern. Relikte und Artefakte erhält man darüber hinaus bei Überfällen und bieten besondere Boni. Wer die Quests erledigt, erhält Errungenschaften und insgesamt gibt es derer 30 zu erspielen. [b]Grafik & Sound[/b] Die Grafik ist eine Top-Down-Grafik mit 360° Blickwinkel, der gerade auch beim Einrichten des Verlieses notwendig ist. Die Darstellung ist ein Comic-Stil, mit klischeehafter Ausrichtung und zum Teil viel Liebe zum Details. Das Ganze ist, wie auch der Namensvetter, äußerst humoristisch gehalten. Der schwarze und zum Teil morbide Humor kommt immer wieder durch, die Dialoge der Hauptcharaktere (VIPs) spannend und lustig anzuhören. Die Vertonung ist dabei auch einwandfrei und super. Die musikalische Untermalung den Situationen angepasst und die Effektsounds sind ebenfalls stimmig. Alles in allem wieder eine gute Arbeit! [b]Fazit[/b] Ich war nach weniger als sieben Stunden mit der Kampagne durch und hatte den ersten Sieg nach etwa neun Stunden erreicht. Dafür empfinde ich den rabattierten Preis von 8,74 Euro (Stand 08.09.2026) als fair. Wer zusätzlich die Errungenschaften möchte, muss weitere 10 bis 15 Stunden investieren, je nachdem wie viel Glück er zum Teil auch hat. Das Spiel macht definitiv Spaß und ist auch mal etwas anderes. Klare Empfehlung zum rabattierten Preis! [url=https://steamcommunity.com/id/Xeeran/recommended/970830?snr=1_5_9__402]Meine Rezension zu The Dungeon Of Naheulbeuk: The Amulet Of Chaos[/url] [i]Wenn ihr an weiteren Rezensionen von mir interessiert seid oder meine Arbeit unterstützen wollt, dann folgt meiner [url=https://steamcommunity.com/groups/ger_steam]Gruppe[/url] und/oder der [url=https://store.steampowered.com/curator/875292/]Kuration[/url][/i].
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 78/day in the week to Jul 15 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain, Polish, Russian, Simplified Chinese*languages with full audio support
| $29.99 |
| 60ratings |
| 76% |
| — |
| not modelled |
| $24.99 | 34ratings | 76% | — | not modelled |
| $24.99 | — | — | — | $0 |
| $10.49−65% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I think one review put it best, it feels like you're constantly in a tutorial and never let out into the full game. My first big frustration is enemy raids. Not that they're hard, but that they're unpredictable. You have set entrances to your keep (it isn't a castle let alone a dungeon) ... but raids never come from those areas ... they TELEPORT IN. I've had raids start on the 5th floor of the keep ... there's nothing up there ... how did they get in? And your minions won't inform the guards where the raid is ... and you can't TELL your minions to go to the raid ... they'll only form up if the raid happens to hit a chicken trap. I'm not sure if I was doing well or poorly, but I had unlocked the 5th level ... while building only my vault on the 2nd floor (which I was TOLD would make it safer from thieves, but since thieves seem to be able to teleport, what's the point in that?) ... I had every other facility on the main floor (with room to spare). There was no sense that I should be building on other levels or that I had to build on other levels. And then there are the things that are bad? but you aren't told about ... like finding out that your bar has lots of guests waiting to be served. No popups, not moment of 'hey boss we need another bar' no guests waving signs demanding service. Same thing with the vault ... I had one teller and thought, well that should be enough ... only to find almost two dozen minions just hanging around waiting to get paid; seems as though the tellers live rent free in the keep until payday and then they work until all payments are made and then do nothing again. Room unlocks are annoying in that it SHOWS you everything that is available for a room, but unless you've unlocked it, you can't use them ... but they're always there. Want to get to another section? Scroll scroll scroll scroll scroll ... oh there it is ... going by pages and pages of locked items with no apparent option to blank out the stuff that's unavailable at the moment. I sort of expected this to be a medieval version of Evil Genius, creating gauntlets of traps and then guards to protect my bar guests and the treasury, but it wasn't that at all.
[h1]The game was too short, and the jokes were too long.[/h1] I wasn’t really expecting much from this game, but after finishing it, it gave me the same vibe as "Dungeon Keeper" in good old day. You build and manage a tower for a wizard who acts like a classic evil overlord. You hire minions to serve the master’s dream and create rooms to support their daily lives. The game looks really clunky at first. The character models feel too small compared to the rooms, and even when zooming in, I could barely identify the characters sometimes. It took me a few hours to get used to it. However, the graphics are actually quite nice, and the animations are great. Besides hiring minions based on their jobs, you also have to consider their different races, which adds a bit more complexity when trying to create a base that suits everyone. For example, elves prefer clean areas, while orcs and goblins enjoy filthy rooms. Dwarves require their own specific furniture because of their short legs, and vampires occasionally drain the life out of others, etc. The story is full of jokes and memes, but at most it only managed to get a slight smirk out of me. Their sense of humor just didn’t really land for me. If I’m being completely honest, I think the dialogue is too long and overexplains things to the player. Still, humor is subjective, so others may enjoy it more. The funny elements are incorporated even into the gameplay systems. The tower master doesn’t even have a traditional HP bar like in most games. Instead, he has a patience bar, since all he wants is to be left alone in his personal research room. The heroes aren’t trying to kill the wizard either, they simply fight their way to his room to conduct interviews, which only annoys him even more. The biggest downside for me is that there’s only one map in the entire game. Even in campaign mode, it’s just one long map. The tower layout is also pretty bad in my opinion. There are too many obstructive pillars placed in awkward and unbalanced locations, which became very annoying. However, in the end, though, I still had two empty floors left unused, so I guess the game actually gives you plenty of space to play with but you just don’t realize it until late game. The achievements are manageable, and I completed all of them in around 30 hours of gameplay, so it’s quite a short game by my standards. Overall, it’s a good game that could have been something much greater. I’d recommend it if you want something light and fun to take a short break from heavier games for a few days.
tried to give it a chance, but it feels less like a dungeon-keeper game and more like an off-brand roller coaster tycoon title. hire goons to [strike] murder intruders [/strike] do jobs around the castle! traps are an [strike] incredibly important [/strike] almost pointless part of defending your lair. manage your resources properly so you can [strike] expand! grow! lash out at the goody-two-shoes humans and elves and dwarves [/strike] buy cute little decorations that are functionally useless but still take up space. also you can't smack your minions to make them work harder. or smack them at all. 4/10. premise was there, but it tried to hard to be its own thing and drifted too far.
somewhere between a mobile game and a local morning tv show .. pretty but flat
I want to like this game. Having played other Dungeon Master style games, and being a fan of the genre, this looked promising, but it's pretty rough. Everything feels very shallow as far as development goes. Rooms tend to be a lot of stamp and repeat. Traps feel basically useless, and I end up relying pretty heavily on just setting up alarms for guards to respond to. The tower is fairly swiss cheese like for placement, with entrances on every floor, which could be cool if traps and mazes worked better, but I feel like every floor ends up having to look roughly the same so you can keep guards close and happy. The wait in line payday mechanic just feels annoying. It means all your minions drop everything and stand around at your gold hoard or hoards until they can get through this slow and tedious task. And the AI isn't smart enough to balance so having a small station and a large station will end up with both getting the same number, and the small one will take forever to get it taken care of, holding up everything else in the dungeon. It mostly just makes me want to go play Evil Genius again, as it feels very similar, but with a dark fantasy vibe, and less QoL.
Naheulbeuk's Dungeon Master is a cozy dungeon manager game there reminds a lot like the old Dungeon Keeper from the 990s. One of the things there is new here is that you build layers now and there is lots of different customization. This is a fun and relexed game without so much stress, where you easy spent hours on improving your dungeon. Pros: - Fair Story/Plot - Decent soundtrack - Long campaign - Well optimized Cons: - Repetitive missions - Weak Enemies AI
It's okay...completed the story in one sitting, probably couldn't if you listen to the endless goofy dialogue, I got bored of it after the first hundred pauses It's very much like a two-point game and totally mindless, no challenge at all, and it doesn't feel like you're in charge of a dungeon at all, more like a bed and breakfast
"Le Maitre du Donjon de Naheulbeuk" où comment un mini jeu tente de se prendre pour un jeu alors qu'il n'en a pas la carrure. Doit on connaitre l'univers de Naheulbeuk pour jouer au jeu ? La réponse est non. Le lore de la saison 1 est présent (Zangdar, Reivax, le Golbargh, ...) mais ca reste un jeu de "gestion" avec une campagne humoristique. C'est pas spécifiquement rattaché à Naheulbeuk. Une sorte de Theme Hospital médiéval. Si vous ne connaissez pas, vous allez louper certaines références, certains sons ... mais vous ne serez pas largués. Un nain est toujours chiant et aime toujours l'or. Un elfe mange toujours de la salade. On picole toujours dans la taverne, ... la base n'est pas dépaysante. Techniquement, ca passe. Les sons / doublages sont faits par l'auteur original donc ca passe aussi. Par contre, au niveau du gameplay, c'est là que ca trépasse. Très convenu ... trop convenu. Aucune fantaisie, aucune originalité dans le contenu, des salles / mécaniques sous exploitées, ... Le rythme souffre de lenteurs où il sera nécessaire, par moment, d'attendre / farmer pour passer à l'étape suivante (tueur de fun). La difficulté dans ce type de jeu repose sur 3 piliers : - La disposition des pièces / place disponible. Ici, elle est inexistante sur ce point. Vous utiliserez la moitié des étages. Et même si les murs / piliers / cloisons indestructibles sont là (posés de manière incohérente et pénible), il suffira de faire des pièces gigantesques pour contrer le problème. - La défense de votre donjon, la difficulté est mal dosée. Les groupes d'aventuriers viendront vous attaquer de manière périodique et au début, vous allez leur "rouler dessus". A la fin, c'est un peu l'inverse qui se produit ... car vos gardes tombés au combat reviennent au niveau 1 et vous n'aurez pas le temps de les entrainer à nouveau pour faire réellement face aux ennemis "end game". Il suffit de perdre quelques gardes à chaque raid pour vous retrouvez progressivement avec une armée bas level ... qui se fera éclater par pack de 12 par la suite. Les combats se font en "automatique" et c'est bien le problème ... au lieu de regrouper vos combattants, vos premiers gardes auront la fâcheuse tendance à courir, seul, au suicide face aux assaillants. - L'or ... gagné principalement par la taverne de votre donjon. Il arrive à un moment où elle n'en produit plus assez par rapport à vos charges fixes (salaires, ...). Même si la taverne fait l'étage au complet ... Des absurdités de gameplay (comme le paiement des salaires à chaque début de cycle). Quelle idée de devoir employer autant de nains dans la salle du trésor pour (tenter de) fluidifier / accélérer cette étape incontournable ? Le stockage XXL des outils pour les pièges ? Ridicule ... Autre problème, l'interface. Un exemple : il manque trop d'infos. Certaines salles produisent des ressources particulières ... mais il faut aller dans un sous menu pour savoir combien vous en avez et combien vous pouvez en produire au maximum. Le déplacement des pièces est une purge (et vous allez le faire de nombreuses fois ...) avec les éléments qui disparaissent (car bloqués par les murs / piliers de la nouvelle zone) sans que vous sachiez combien ont disparu et de quel type. Le jeu est d'ailleurs basé en grande partie sur la décoration des pièces ... vous allez en coller partout des teintures aux murs et des tapis pour augmenter la notoriété de la pièce. Un peu, ca va ... quand la moitié du jeu consiste à ca, ca gonfle. Au final, payé 1€, il a "fait le taf" si on le voit comme un mini jeu et qu'on accepte un nombre important de lacunes mais s'il m'avait été facturé "plein tarif" (25€), j'y aurais vu une sacrée douille ... Ce jeu donne vraiment l'impression que les étapes de finition / équilibrage ont été complètement bâclées. Comptez environ 8 heures pour finir la campagne (un peu plus si vous poursuivez un peu ensuite). La rejouabilité est quasi nulle. Il existe bien un mode "libre" mais aucun autre donjon de disponible donc vous risquez de refaire la même disposition de salles. Une déception ... un jeu qui a surfé sur le nom "Naheulbeuk" plutot que sur sa réalisation. Sans cette "franchise", il aurait vite coulé dans les limbes du magasin Steam.
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Where this game's players are, estimated from review languages.
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