
One More Dungeon is a first person shooter roguelike with procedurally generated levels and pixel-art graphics.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
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 40 reviews with recorded playtime.
Reviews
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One More Dungeon, developed and published by Stately Snail, is a compact first-person roguelike that deliberately channels the spirit of early dungeon crawlers and retro shooters. It strips the genre down to its essentials—procedural levels, permadeath, and fast, reactive combat—resulting in an experience that is easy to pick up and immediately engaging. Rather than building complexity through layered systems, it focuses on delivering a tight gameplay loop that emphasizes repetition, adaptation, and incremental improvement. The structure is straightforward: players descend through a series of randomly generated dungeon floors, fighting enemies, collecting resources, and attempting to survive long enough to progress deeper. Each run begins with minimal equipment, and the player’s success depends largely on what they discover along the way. Weapons, magical abilities, and artifacts are distributed unpredictably, forcing players to adapt their approach to whatever tools they are given. This randomness keeps each run feeling slightly different, even if the overall structure remains consistent. Combat plays a central role in maintaining momentum. Players typically juggle melee attacks and ranged magic, creating a balance between aggressive and cautious playstyles. Encounters are quick and often intense, requiring players to react to enemy patterns while managing limited resources. The controls are responsive, and the simplicity of the system allows players to focus on positioning and timing rather than complex mechanics. This gives the gameplay a satisfying immediacy, especially in shorter sessions where the loop feels most effective. The roguelike design ensures that failure is part of the experience. Death resets progress, but the short length of individual runs makes it easy to start again without frustration. There is a sense of gradual improvement as players become more familiar with enemy behaviors and dungeon layouts, even if the game offers only modest persistent progression systems. This creates a cycle of learning and retrying that can be compelling, particularly for players who enjoy refining their approach over multiple attempts. Visually, the game embraces a retro-inspired style that prioritizes clarity over detail. Environments are simple and functional, with a limited color palette and straightforward textures that evoke older titles. While this presentation lacks the visual richness of more modern games, it aligns well with the overall design, keeping the focus on gameplay. The minimalism also contributes to performance and readability, ensuring that the action remains clear even during more chaotic encounters. However, the same simplicity that makes One More Dungeon accessible also limits its depth. The variety of enemies, environments, and mechanics is relatively narrow, and the game does not introduce significant new systems as players progress. Over time, this can lead to repetition, as runs begin to feel similar despite the procedural generation. The lack of evolving gameplay elements means that long-term engagement depends largely on the player’s tolerance for repetition and appreciation of the core loop. Randomness, while essential to the roguelike structure, can also be a source of frustration. Some runs may feel balanced and rewarding, while others can become disproportionately difficult due to unfavorable equipment or enemy placement. This inconsistency can make outcomes feel less tied to player skill and more influenced by chance, which may not appeal to everyone. While this unpredictability adds variety, it also highlights the limitations of the game’s relatively small pool of content. Despite these drawbacks, One More Dungeon succeeds in delivering a focused and enjoyable experience within its scope. It captures the essence of classic dungeon crawling, offering a gameplay loop that is easy to understand and satisfying in short bursts. Its strength lies in how quickly it draws players into its cycle of exploration and combat, providing immediate engagement without requiring a significant time investment. In the end, One More Dungeon is a straightforward and nostalgic roguelike that prioritizes simplicity and replayability over depth and variety. It may not offer the complexity or longevity of larger titles in the genre, but it delivers a consistent and accessible experience that is well-suited for quick sessions. For players who appreciate retro design and fast-paced dungeon crawling, it provides a solid, if limited, adventure. Rating: 7/10
Quite an unfun and unexciting roguelite. I really wanted to play a dungeon crawler/fps/rogue hybrid, and i wanted to like it but ultimately, i couldn't. It's quite minimalistic, i don't have a problem with that but it never manages to be entertaining. Limp and sluggish gameplay, little to no sensations, lackluster sound design and audio cues (enemies hidden in corners making no noise...), boring dungeons that are all more or less the same but somehow get progressively more annoying. Playing [i]One More Dungeon[/i] just makes me feel like reinstalling Minecraft and raiding caves.
One More Dungeon это FPS рогалик в виде классических dungeon crawler'ов с пиксельной графикой. А также первый мой рогалик с такими жанрами. Советую поиграть, если вы любите такие жанры. 8.5/10
when u can't buy mincraft but you have One More Dungeon 10/10 master pess :# i love it I wish Steam had a finer way of rating games besides recommend or not. This game isn't bad, but it's not really that good. It's a nice little romp through what a game from '93 would look like, but somehow without the depth that all those FPS-RPGs had back then. It inhabits a wierd uncanny valley of gameplay. It's too long to be a game to just pick up and play for a few minutes or so, but the gameplay isn't deep enough to really justify the game length. Once you've done 4-8 runs (even if you don't win) you've probably seen all the things to see in this game. The game just needs some more stuff and some rebalancing to truly be something worth recommending wholeheartedly. All-in-all it's not bad, but not really worth too much time or money. Get it on sale for a buck or two and just marathon a few runs in a weekend until you're satisfied you've experienced all there is from the game.
Tenho 99% de certeza de que ninguém vai ver essa critica, então direi que sou gay.
It's fun. It's byotiful. Nice!
Хороший простенький роуглайк.
В целом норм, но ожидал большего.
I think this game wants to be what Barony is but lacks all of its depth. I acquired both games through deep Fanatical discounts - this game was 50 cents from a bundle in 2017, and I distinctly remember Barony being discounted to $1 around the same time. I've put ~380 hours into the latter, but this will be my final revisit to OMD. There's very little here.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
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