
One More Dungeon 2 is a First Person Dungeon Crawler Roguelite where you play as a human being captured by Giant Sentient Snails
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, German, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Don't bother if you have even a tiny bit of motion sickness. The camera movement is terrible and you’ll feel sick after 5 minutes of gameplay.
You might notice most positive reviews are after a few hours. It's because the game is very fun in the beginning. But then you can't progress unless you grind again and again and again until you get lucky with the random generation of loot, otherwise you won't be able to progress further. The game was also abandoned as soon as it came out. I only recommend it if you're looking for a few hours of fun without having to finish the game.
Небольшое приключение в подземелье, первую часть которого я купил, но не запускал, а вторую вот сподобился пройти и даже получил все достижения. Сюжет стандартен до безобразия, мы – безымянный пленник в замке огромных разумных слизней, крайне надменный местный король обещает нам свободу, если мы зачистим подземелье и перемелем в труху пять боссов – вход в подземелье вон там. По мере прохождения и смертей мы открываем новые классы и бонусы. Можно использовать как посохи, так всевозможные мечи и луки, имеются подсобные артефакты, поднятие уровней и прочая мелочёвка. Резюме: если нет денег на огромную игру – делай маленькую, но симпатичную.
战斗手感只能说不太好,成长体验则完全可以称为灾难……
Quite fun for how short it actually is, if you can stand the grinding. But as with any roguelike dungeon crawler, you can get the best of RNG luck, or the worst, like for example a dungeon full of chests and no keys, or get all the best items for your class in the first two levels and just breeze through the game. The class system is a bit useless, as the ranged classes dominate, the Sorcerer/Wizard especially.
[h1 ]Barony для самых маленьких[/h1] - Встречает нас до смешного классический сценарий. Да и хyй с ним, собственно. Все улитки пuдopы (особенно тот, что принимает пожертвования) - Максимально интуитивно понятный интерфейс и (самое главное!) игровой процесс. О сложности игры речи не идет Если в играх данного жанра можно встретить НЕХ, которая всегда приводит к печальным последствиям при первой встрече, а то и продолжительное время в дальнейшем, то страшнее напольных ловушек (и те контрятся сапогами), красных комнат (с очень плотным полубоссом и его шестёрками) и первых встреч с боссами вы ничего не встретите - Классы. При всём их разнообразии всё отлично проходится стандартным классом, потому как заглавной задачей является выживание, а начальный класс с помощью своего классового скила прекрасно с этим справляется. Самый легкий класс, конечно же, Рейнджер - Хотите дольше жить? Зачищайте весь этаж и не забывайте про ящики в потолке. Не трогайте жуков, в самый неподходящий момент придет их мамка и вам пuздeц - С первых минут игры пугают шкалой безумия? Да это нереально хороший способ прокачаться перед неминуемым пuздoрезoм, если товарищ рандом не послал вам четырех ктулху гигачадов, от которых вы мансить не умеете. - Зaeбaли пауки, падающие с потолка? Они всех зaeбaли - В самом начале идем в настройки, выключаем все покачивания и наклоны камеры и включаем миникарту (почему она по умолчанию отключена?) - Идолы – пuдopы - Прыжок. Можно дотянуться ближним боем до коробок в потолке. Рывок с перерывом на обед и двумя перекурами, (почему он не юзается в воде?) из-за чего некоторым боссам стыдно смотреть в глаза. Спринта нет, а продвигаться по лобби со скоростью населения местного королевства пuздeцкu бесит. Извращенцы - Гриб бомбардир потрясающий персонаж. Пока он будет пытаться по вам попасть пострадает добрая половина локации. Я серьезно, пuзды получат все. С такими друзьями врагов не нужно - Не стоит недооценивать резисты, ровно, как и количество переносимых реликвий - Видишь орков недоростков, что швыряются самонаводящимися комментами из политсрачей? Съябывай оттуда и держи дистанцию. Они eбaнyтыe - Не жри зеленую курицу! - Если хорошо поискать, то можно найти информацию о том, как правильно пользоваться каменным посохом. Это тот, что неслабо вас отбрасывает при использовании. Кто понял, тот понял - Бочку можно толкать многократно. Царствие вам небесное - Большая часть крипов не нанесет вам урона, если без остановки пятиться назад - Как дюпать руны сами разберетесь, астрологи неделю гринда не объявляли - В разрушаемых предметах могут быть крипы - Сапоги не спасают от притягивающих ядовитых трещин в четвертой локации, только рывок, только хардкор А ещё мне с этой игры металлическая карточка yeбaлaсь стоимостью выше, чем игра. Низкий поклон
Kinda bad. Little variation in weapons or enemies. Very repetitive gameplay.
Au début, j’y ai cru. Puis j’ai bougé mon perso. Lent, rigide, injouable face aux monstres tous plus rapide. Les esquives ? Trop longue a recharger. Les armes de mêlée ? Un suicide. Le bouclier ? Il se lève quand tout est déjà fini. Les niveaux offrent trois choix… qui reviennent en boucle. Les classes se ressemblent toutes, les ennemis devinent vos mouvements. Bref : difficulté artificielle, zéro fun.
One More Dungeon 2 by Stately Snail is a first-person roguelite dungeon crawler that leans heavily into repetition, experimentation, and incremental progression, offering a familiar but engaging loop built around procedural exploration and combat. It presents a light, almost whimsical premise—you are captured by giant sentient snails and sent into dangerous dungeons to fight your way toward freedom—but the narrative quickly fades into the background. The game is not interested in storytelling as a driving force; instead, it focuses almost entirely on gameplay systems and the satisfaction of gradually improving through repeated runs. The core structure follows a classic roguelite format. Each run drops you into a procedurally generated dungeon filled with enemies, traps, and loot, with the goal of pushing as far as possible before inevitably falling and starting over. Along the way, you collect weapons, magical staves, artifacts, and consumables that shape your playstyle for that run. Over time, you unlock new classes, abilities, and upgrades that persist between runs, giving a sense of long-term progression. This loop is immediately compelling, built around short, repeatable sessions that encourage players to try again and refine their approach. Combat is built around a dual-wield system that allows you to combine melee and ranged options, creating a flexible rhythm where you can adapt to different situations. Magic plays a significant role, offering powerful ranged attacks that consume limited resources, forcing you to manage your usage carefully. While this system adds a layer of strategy, the execution is uneven. Ranged combat tends to feel reliable and satisfying, but melee attacks can feel awkward, lacking the responsiveness and impact needed to make close-quarters encounters truly engaging. Movement and general combat flow also lack a certain fluidity, which becomes more noticeable as encounters grow more complex. The procedural nature of the game ensures that no two runs are exactly the same, but it also introduces inconsistency. Some runs feel balanced and rewarding, offering useful items and manageable enemy encounters, while others can feel disproportionately difficult due to poor loot or overwhelming enemy placement. This unpredictability is part of the genre’s appeal, but here it occasionally crosses into frustration, particularly when progress feels more dependent on luck than on skill. The game asks players to embrace failure as part of the process, but it does not always provide a clear sense of improvement in return. Level design follows a familiar pattern, with different regions introducing new visual themes, enemies, and hazards. While this helps maintain a sense of progression, the overall structure remains consistent, and the variety is not always enough to prevent repetition from setting in. Boss encounters add moments of heightened challenge, requiring players to apply what they’ve learned and adapt to more demanding patterns, but even these encounters follow predictable structures that may feel routine after multiple runs. Visually, the game marks a step forward compared to its predecessor, adopting a fully 3D presentation with more detailed environments and a brighter, more colorful aesthetic. The art style leans toward a slightly playful tone rather than a grim dungeon atmosphere, which helps it stand out within the genre. While not technically impressive, the visuals are cohesive and readable, ensuring that the player can easily interpret the environment during combat. Environmental detail adds some variety, but the overall presentation remains relatively simple. Audio design supports the experience without drawing too much attention to itself. The soundtrack provides an appropriate backdrop for exploration and combat, while sound effects are clear enough to convey important gameplay cues. It is functional and consistent, though not particularly memorable, serving its role without significantly enhancing or detracting from the experience. One of the game’s strongest qualities is its accessibility. The mechanics are easy to understand, and the structure is straightforward, making it approachable for players who may be new to roguelites. At the same time, the difficulty curve can feel uneven, with certain runs or encounters spiking in challenge unexpectedly. This creates a balance that is sometimes welcoming and sometimes punishing, depending on how the procedural elements align. Replayability is where One More Dungeon 2 finds much of its appeal. The combination of procedural generation, unlockable content, and varied builds gives players plenty of reasons to return. There is a satisfying sense of progression as you experiment with different strategies and gradually push further into the dungeon. The game captures the “one more run” mentality effectively, even if the underlying systems do not evolve significantly over time. Ultimately, One More Dungeon 2 is a game that succeeds by delivering a solid and addictive core loop, even if its individual systems lack refinement. It does not attempt to reinvent the roguelite formula, and it does not always execute its ideas as smoothly as it could, but it provides a consistent and engaging experience for those willing to embrace its structure. Its strengths lie in its accessibility, replayability, and sense of progression, while its weaknesses stem from uneven combat, inconsistent balance, and limited variety. For players who enjoy straightforward dungeon crawlers and the iterative nature of roguelite gameplay, it offers a satisfying and easy-to-pick-up experience that can be enjoyed in short bursts or extended sessions. For those looking for more polished mechanics or deeper innovation, it may feel somewhat limited. It stands as a competent and enjoyable entry in the genre, one that builds on a solid foundation without fully realizing its potential. Rating: 7/10
Inventory management felt clunky and unpleasant. Extremely punishing gameplay, although that might appeal to some people. Almost everything you can do requires spending a limited resource of some kind, be it spellcasting or using weapons. The permanent upgrades felt lackluster aside from the classes. The artstyle is nice and the magic crystal system is a cool concept. Ultimately, this is a game that has potential, but its numerous smaller issues end up holding it back too much. 5.5/10
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