
Paper Dungeons is a fantasy board-game boosted by online content. With the ability to create and share online your own levels, you're up for an infinite replay value! The game is visualized as a classic tabletop board-game with dice and tokens, and has 4 game modes: Boardgame, Campaign, Puzzle and Rogue.
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**languages with full audio support
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
Paper Dungeons is a mobile app that's been dumped on Steam as if it was a real PC game (it's not)... it's a cash grab from greedy mobile devs. I think the first thing people should be aware of is that while this looks complex and deep, like any RPG should be, it's very shallow, it's not Dungeons and Dragons, it's not Skyrim, it's dumbed down and simplified to aim at gamers who find D&D and other pen and paper RPGs too complicated and just want to play Candyland but with a dungeon theme. The mobile app is a boardgame conversion from an attempt to make a boardgame Hack/Rogue like dungeon crawling game, but adapted for boardgame mechanics and dice rolling. So it's a dumbed down/contentless version of Dungeons and Dragons? I guess? That's been converted to a mobile app, then dumped on Steam (or vice versa, who cares, a mobile app is designed to be a mobile app). Case in point, instead of being some grand adventure game where you battle through dungeons to kill the big bad evil guy and save the realm, the focus, the primary goal of this mobile app is unlocking cosmetic dice sets for the dice that roll around when you do combats. Ugh. That's "progression" from a mobile app peasant perspective, not a gamer perspective. Sums it all up, really. One of the big problems here is in terms of the general design and the way the boardgame was ported. There's two aspects of any game. The mechanics of the game, and the interface that the players have with that mechanic. Poker, for example, is about randomly generated hands that players get, and the interface is the randomly drawn paper cards. If you keep the random hand, but remove the physical cards, the game still works, but it's streamlined, more pure. That's video gaming. The best video games put the players directly against the core game mechanic. We don't love games because of their interfaces, we love them for their mechanics. The less that the interface gets in the way, the better. So here, we have a boardgame/cardgame conversion, and the focus of the developers has clearly been to keep, and emulate the annoying physical interface, without bothering to improve on the mechanics or put the players closer to them. As a result of this hamfisted decision, the mobile app is clunky and annoying to play compared to games that were designed from scratch to be PC games. This bad porting is doubled down with the mobile app centric design perspective. This just isn't a serious game intended for PC gamers. From a technical perspective, as a mobile app, this doesn't meet basic minimum requirements that most PC gamers expect as standard. While there are options to change the resolution for the mobile app, all this does is scale up the simplistic low quality vector art assets used to make the mobile app, which makes little or no difference to the graphics quality. Without any other substantial graphics tweaks, it's not possible for gamers to improve the mediocre 2D visuals. The mobile app features simple, cartoony 2D graphics, of the type you normally expect to see in low effort mobile apps. 3D graphics programming does require a degree of skill and competence and unfortunately not all developers have the budget or talent to deliver this, despite 3D graphics cards hitting the mainstream in the 1990's. Considering this is being evaluated as a PC game, having the graphics phoned in like this isn't going to result in a high quality, visually impressive game that PC gamers are used to seeing. Because this is a mobile app, it carries a number of deliberate design deficiencies. Compromises were made to cater to the iPhones that the mobile app was designed for. These are unfortunate handicaps and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was an afterthought for the iPhone developers who are to blame for this. The mobile app is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for mobile phones forces upon a game. Once more, mobile devs have made gaming worse for everyone. I didn't spend thousands on building a gaming rig just so I could pretend it's an iPhone. These technical defects push this mobile app below acceptable standards for any modern PC game. You don't have to take my word about how bad the mobile app is, we can measure the interest in a game by how much people bothered to play it. Paper Dungeons has achievements, and they show us a very clear picture that the mobile app absolutely failed to capture any interest from gamers. The most commonly and easily attained achievement is for fumbling dice rolls (this happens enough to score the achievement if you play for more than an hour or so), but only around 6 percent of players bothered to get that far before uninstalling the mobile app. That's a tiny, tiny proportion of gamers who even bothered with this. Ouch. Reviewing SteamDB to check how popular this mobile app was with players reveals a surprise... there's a very healthy spike in player counts for the mobile app. But this isn't consistent with the achievement stats, that show only 6 percent of players bothered playing the mobile app for any reasonable amount of time. How is it possible for this mobile app to have so many concurrent players who weren't even playing the mobile app? Trading cards. Players will use card idling software to collect the cards and sell them, but this won't trigger any achievements in-game. That tells us people only really bought this mobile app for trading cards, and that's a damning indictment of the woeful quality. A closer look at the numbers shows the mobile app just has a couple of players every week running up the mobile app and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with no merit as a serious game, that only generate sales from people idling and selling the trading cards. Once more we see greedy mobile devs trying to scam PC gamers. On Steam, this is an eye watering $10 USD, on app stores (I had to dig around and find it, but it's still on the Amazon App Store for Android), it's $2.50. Mobile devs must learn PC gamers are not here to be gouged, and can't be expected to pay FOUR TIMES THE PRICE for a cheap mobile game just because it's been lazily dumped on Steam. This is unacceptable disrespect for PC gamers. Because this is a mobile app, is priced to insult and gouge PC gamers, and because of the other defects, it's impossible to recommend. Just who do they think we are?
To be fair I got this game on sale in a bundle, but I chose the bundle because this game looked fun and had some unique concepts to it. Appeared to be a combination of genres and ideas that had potential. Instead what you end up with is constant bugs. The unique skills meant to make each class fun end up breaking the game as often as they do something useful. Shield slamming with the warrior, invisibility with the rogue and tumbling with the archer... escape the fight and go heal or explore some more etc. except sometimes the enemy gets stuck. or worse, you do and can't move. or worse yet, you can move, but "you" aren't where the game says you are. Generally a load from a previous save will correct this, or closing the game and then re-opening it. But sometimes these bugs persist until you move to the next map. You get scrolls that give any class these abilities, which is a gamble that could also cause the bug. So note that on the "endless" mode of "Rogue" there is no save and load feature, you keep going as far as you can... so when you suddenly find yourself unable to move because the game can't figure out where you are, your run is over and you get no score, no reward, nothing to show for your time unless you leave the game open and make it deep enough before the bug catches up to you to unlock a dice set. Stay away from this 6 year old game that was never finished unless you get it dirt cheap and have epic levels of "I can beat this" stubborness and massive amounts of free time.
Paper Dungeons is kind of reminiscent of Desktop Dungeons, in that it's about optimizing your path through a dungeon to clear out progressively stronger enemies as you go. It's got some light RPG mechanics, in that you improve during a run, and very slowly globally improve by unlocking new items, equipment, and dice that persist between runs, but there's not much to say except "don't glaringly mess up" for most stages. Which is a problem because the game has a LOT of stages! It has 125 "boardgame"/adventure stages, with two difficulty levels, the second one only unlocking once you've finished all 125 stages on normal, 31 puzzle stages, a "rogue" campaign that works more like a roguelike, and 3 "campaigns" with more story of 5-10 levels each. And that's not to mention online map sharing... which also doesn't work anymore, the servers having been down for some time. So yeah, a very long and kind of boring game with not much progression. Gotta admit I didn't finish this one, or even come close, but I think I spent enough time on it to be okay with that. Not recommended.
got stuck in a wall IGN 11/10 http://steamcommunity.com/sharedfiles/filedetails/?id=1199441950
便宜不贵,挺有趣味。
Well boardgame mode, I had so many hopes on it, is quite good but to much random for me : with exactly the same moves you can lose or win depending on your luck. But the puzzles are without any randomness they are quite awesome !!! I had a lot of fun with them ! I took a bit more than 10 hours to run them all ! There are still many things left to be done ! Thanks again !
[h1]細部評分[/h1] [table] [tr] [th]項目[/th] [th]評分[/th] [th]原因[/th] [/tr] [tr] [td]畫面[/td] [td]6/10[/td] [td]相當粗糙,本來想說是刻意的風格,但事實應該就只是經費有限[/td] [/tr] [tr] [td]音效/音樂[/td] [td]3/10[/td] [td]基本沒有音樂,只有簡單的幾個音效[/td] [/tr] [tr] [td]劇情[/td] [td]5/10[/td] [td]每關基本上可以抽離成進地下城打王結束,玩不到後面不知道是否有主線劇情[/td] [/tr] [tr] [td]遊戲性[/td] [td]3/10[/td] [td]骰子的隨機性影響巨大,導致遊戲性低弱,在同類遊戲中表現很差[/td] [/tr] [tr] [td]耐玩度[/td] [td]2/10[/td] [td]前幾關因為骰子的運氣成分造成的挫折感,難以進行遊戲[/td] [/tr] [/table] [h1]心得[/h1] 遊戲本身普普,就失敗在太倚靠運氣,隨機性太高, 就算路全部走對也會因為骰的太爛導致失敗 第一關一開始就是這樣,實在難以接受 基本上只能靠著多走幾次摸清邊界 然後以最短路徑清除敵人,祈禱別骰的太差 再回頭拓圖補血,盡可能滿狀態打王 就算是這樣,骰的不好一樣只能重來...
Tags: Topdown - GridRogue Additional Tags: Delete Local Content & Remove from Library TLDR: Unity engine rogue game without resolution support or gamepad support. Strong point is the visuals which I found disappointing. Just flat paper inspired sprites for tiles and creatures. World setting is just a wall of text. No procedural generation. Additional content behind a third party account with dev without steam integration for login. RNG dominated mechanics with slow dice animations on every swing. High difficulty. Disappointing interactivity limited to clicking on hexes. Removed for declutter.
[b]Kağıda Çizilmiş Bir RPG Macerası: Paper Dungeons Paper Dungeons, deftere çizilmiş gibi tasarlanmış estetik yapısı ve fantasy-board türüyle benzersiz bir deneyim sunuyor. Eğer masaüstü oyunlarını, zindan keşiflerini ve RPG öğelerini seviyorsanız, bu oyun kesinlikle radarınıza girmeli. Oyun, ilk andan itibaren klasik masaüstü oyunlarının dijital bir versiyonunu sunuyor ve sizi kağıda çizilmiş bir dünyanın içine çekiyor. Ancak bu kağıt dünyasında karşınıza çıkan zorluklar, derinlikli oyun mekanikleri ve akıcı oynanış, klasik RPG tutkunlarının dikkatini fazlasıyla çekecek. Oyunun en dikkat çekici yönlerinden biri, kuşkusuz grafik tasarımı. Kağıt üzerine el çizimi bir estetik sunan Paper Dungeons, kendine özgü ve oldukça yaratıcı bir atmosfer yaratıyor. Bu tarz, oyunun hem retro hem de taze bir his vermesini sağlıyor. Zindanlar, düşmanlar ve karakterler tamamen elle çizilmiş gibi görünüyor, bu da oyuna adeta masa başında oynuyormuşsunuz hissiyatı katıyor. Minimalist ama dikkat çekici bu tasarım, oyunu uzun süre oynasanız dahi göz yormuyor ve her yeni seviyede keşfedecek yeni detaylar sunuyor. Mekanikler basit ama oldukça derin. İlk başta kolayca öğrenebileceğiniz kontroller, ilerledikçe stratejik derinlik kazanıyor. Oyunda, karakterinizi ve zindanları yönetmek için sıra tabanlı bir sistem kullanıyorsunuz. Her hamleniz, zindanın keşfedilmemiş bir bölümünü açığa çıkarıyor ve bu da size her zaman bir sonraki adımda ne olacağını merak ettiriyor. RPG elementleri oldukça geniş; karakterinizi geliştiriyor, yeni yetenekler öğreniyor ve farklı ekipmanlar toplayarak düşmanlara karşı avantaj sağlamaya çalışıyorsunuz. Sıra tabanlı sistem, her hamlenizi düşünmenizi gerektiriyor, bu da oyuna stratejik bir derinlik katıyor. Zindan tasarımları, oyunun en güçlü yanlarından biri. Her zindan, farklı bulmacalar, düşmanlar ve tuzaklarla dolu. Her yeni zindan, oyuncuya farklı bir strateji izlemeyi gerektiriyor. Bazı zindanlar daha fazla savaş odaklıyken, bazıları bulmacalarla dolu. Zindanların tasarımlarında kullanılan el çizimi stil, size sanki bir masa başında oyun tahtasına bakıyormuşsunuz hissi veriyor. Bu, oyunun masaüstü RPG kökenlerine bir saygı duruşu niteliğinde. Paper Dungeons sadece tek bir oyun modu sunmakla kalmıyor, aynı zamanda birden fazla mod ile uzun süreli bir oynanış sunuyor. Hikaye modu, sıradan bir RPG deneyimi arayanlar için ideal; keşif, savaş ve karakter geliştirme odaklı. Ancak bunun ötesinde, zindan yaratma modu gibi daha özgün modlar da bulunuyor. Bu mod, kendi zindanlarınızı yaratmanıza olanak tanıyor, böylece yaratıcılığınızı kullanarak yeni maceralar tasarlayabiliyorsunuz. Ayrıca, arkadaşlarınızla ya da çevrimiçi toplulukla bu zindanları paylaşarak farklı zindanlarda oynama fırsatına da sahip olabilirsiniz. Oyunun ses tasarımı, grafik estetiği ile mükemmel bir uyum içinde. Hafif, sakinleştirici müzikler, oyunun stratejik temposuna uygun bir şekilde arka planda ilerliyor. Zindandaki düşmanlarla savaştığınızda ya da yeni bir alan keşfettiğinizde gelen ses efektleri, oyunun atmosferine katkı sağlıyor. Müzik ve sesler, oyunu daha derin bir RPG deneyimine dönüştürüyor, bu da oyunun retro estetiğini tamamlıyor. Oynanışta kullanılan kontroller son derece basit ve kullanıcı dostu. Fare veya klavye kullanarak karakterinizi rahatlıkla yönlendirebiliyor, savaşları ve zindan keşiflerini kolayca yönetebiliyorsunuz. Sadelik, oyunun genel akıcılığını artırıyor ve karmaşık bir öğrenme sürecine ihtiyaç duymadan hemen oyunun içine girebilmenizi sağlıyor. Bu da hem deneyimli oyuncular hem de bu türde yeni olanlar için oyunu erişilebilir kılıyor. Her ne kadar Paper Dungeons benzersiz bir deneyim sunsa da, oyunun bazı eksiklikleri de yok değil. Özellikle uzun oynama seanslarında zindanların ve görevlerin bir süre sonra tekrar eden bir yapıya bürünmesi, bazı oyuncular için monoton hale gelebilir. Ayrıca, kağıt üzerine çizilmiş estetik her ne kadar oyunun ruhuna uygun olsa da, bazı oyuncular daha detaylı grafikler bekleyebilir. Bu minimalist tarz herkesin zevkine hitap etmeyebilir, özellikle görsel zenginlik arayan RPG oyuncuları için. Paper Dungeons, deftere çizilmiş gibi tasarlanmış benzersiz estetiği ve akıcı RPG mekanikleri ile dikkat çeken bir oyun. Masaüstü RPG oyunlarını sevenler ve farklı bir RPG deneyimi arayanlar için kesinlikle denemeye değer. Grafiklerin hoş minimalizmi, stratejik derinliği ve kolay kontrolleriyle oyun, her seviyede oyuncuya hitap ediyor. Zindan tasarımlarının çeşitliliği ve farklı oyun modları ile uzun süre sizi kendine bağlayacak. Eğer farklı bir RPG deneyimi arıyorsanız, bu oyuna mutlaka bir şans verin. [url=https://store.steampowered.com/curator/28040015]Daha fazla inceleme için küratör sayfamızı ziyaret edebilirsiniz.[/url][/b] https://steamcommunity.com/sharedfiles/filedetails/?id=2732158890
Paper Dungeons, developed by Stephane Valverde and Leslie Valverde and published by Agent Mega, is a dungeon-crawling experience that deliberately adopts the structure and sensibilities of a tabletop board game rather than a traditional RPG. Instead of immersing players in a living, breathing world, it presents its systems in a stylized, almost literal interpretation of pen-and-paper gameplay, where tokens move across grids, dice dictate outcomes, and progression unfolds in a measured, turn-based fashion. It’s a concept that immediately sets it apart, though it also defines both its strengths and its limitations. The core gameplay revolves around guiding a party of heroes through dungeon maps filled with enemies, loot, and hazards. Movement and combat are governed by dice-based mechanics, introducing a layer of unpredictability that mirrors tabletop RPGs. This randomness is central to the experience, shaping everything from damage output to encounter outcomes. At times, it creates exciting moments where unexpected results turn the tide in the player’s favor. At others, it can feel frustrating, especially when careful planning is undermined by an unfavorable roll. This balance between strategy and chance is a defining characteristic, and whether it feels engaging or limiting will depend largely on the player’s tolerance for randomness. One of the game’s more appealing aspects is the variety of modes it offers. Players can engage with structured campaigns, standalone scenarios, puzzle-like challenges, and roguelike-inspired runs, each providing a slightly different perspective on the same underlying systems. This diversity helps keep the experience from becoming too monotonous, even though the core mechanics remain consistent throughout. The inclusion of a level editor and user-generated content further expands the game’s longevity, allowing players to create and share their own dungeons. This feature adds a layer of community-driven variety that compensates for the relatively modest scope of the base content. Character progression is present, though somewhat restrained. Players can unlock different classes, equip items, and gradually improve their party’s capabilities, but these changes tend to feel incremental rather than transformative. The customization options allow for some experimentation in building a team, yet the overall gameplay loop remains largely unchanged regardless of composition. This can make progression feel more like a steady accumulation of advantages rather than a shift in playstyle, which may limit long-term engagement for players seeking deeper mechanical evolution. Visually, Paper Dungeons fully embraces its tabletop inspiration. Characters are represented as tokens, environments resemble laid-out boards, and the interface reinforces the sense of interacting with a physical game translated into digital form. This aesthetic is distinctive and charming in its own way, successfully conveying the intended theme. However, it also contributes to a sense of detachment, as the lack of animation and environmental dynamism can make the experience feel static. Over time, this minimalism can reduce the sense of immersion, especially during longer play sessions. The pacing reflects its turn-based nature, offering a deliberate and methodical rhythm that encourages careful decision-making. Early encounters are relatively straightforward, serving as an introduction to the mechanics, but as the game progresses, repetition becomes more noticeable. Encounters often follow similar patterns, and without significant variation in mechanics or objectives, the experience can begin to feel predictable. The reliance on dice rolls further contributes to this, as outcomes can vary without necessarily introducing new gameplay dynamics. Despite these limitations, Paper Dungeons holds a certain appeal for players who enjoy the structure and unpredictability of tabletop-style gameplay. It captures the essence of rolling dice, managing a party, and navigating dungeon layouts in a way that feels faithful to its inspiration. The simplicity of its systems makes it accessible, allowing players to engage without needing to learn complex mechanics, while the variety of modes and user-created content provide enough material to sustain interest for a time. Ultimately, the game succeeds more as a digital board game than as a fully realized RPG. It offers a clear and consistent concept, delivering an experience that is easy to understand and occasionally rewarding, but it struggles to maintain engagement over longer periods due to its limited depth and repetitive structure. For players who appreciate dice-driven mechanics and are looking for a light, tabletop-inspired experience, it provides a solid, if modest, offering. For those seeking a more dynamic or immersive dungeon crawler, it may feel too constrained to leave a lasting impression. Rating: 6/10
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
| Escape from Fortress Lugohm | $10.1K | 119 | 75% | $4.89 |
| Cooking Witch | $10.1K | 252 | 87% | $1.99 |
| E-Startup | $10.1K | 168 | 48% | $1.99 |
| OCTOPinbs | $10.1K | 53 | 70% | $6.99 |
| B.A.N.K. | $10.1K | 66 | 98% | $4.49 |
| Catify VR | $10.1K | 67 | 57% | $4.99 |