
Quest of Dungeons is a turn based dungeon crawler game featuring a good old 16-bit retro artistic look. By playing as either a Warrior, Wizard, Assassin or Shaman you have to traverse dungeons, defeat enemies and loot everything you can in order to survive.
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Genres
Sums Steam only; PlayStation, App Store, 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 | $4.99 | 736reviews | 76% | — | $78.5K |
| $4.49−50% | 187ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A simple low commitment time killer for the Steamdeck. Easily worth the low price for the few hours of entertainment.
eu realmente precisava de um jogo quase-infinito que exercite o cérebro pra jogar enquanto ouvia algum podcast, eu só gostaria que tivesse uma dificuldade maior pra quem está "platinando" cada andar, tipo um mini-sistema de dificuldade adaptativa ou até um novo nível de dificuldade além do "difícil". Estaria até disposto a pagar uma DLC por algo do tipo porque esse jogo tem me ajudado bastante a vencer os vícios em jogos mais violentos e tóxicos, continue o bom trabalho!
Dungeon doors creak open Every floor brings new danger Treasure rewards the brave
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Portugal, Italian, Japanese, Russian
| $1.99 |
| 31ratings |
| 90% |
| — |
| not modelled |
| $7.19−20% | — | — | — | 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 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gran juego aunque se me hace bastante dificil. Sus partidas son largas y un paso en falso te puede costar empezar de nuevo. Al verlo se me vino a la cabeza un juego antiquisimo de Game Gear allá por los 90 llamado Dragon Crystal (los mas viejunos igual lo conocieron)
V nice little game. i think it's worth its price! two little things though: as with all fantasy games, the wizard is the most fun and the archer is the most powerful. the wizard has lots of spells. not NEARLY enough, though, and i want MORE. if you like dungeon crawlers, this is a v nice and simple one that's extremely easy to get into!
I love Quest of Dungeons. It is a go too for me when i need something to play and just chill. With that said dont sleep on this game it can be dangerous and tough. It is a well put together dungeon crawler rouge like. I have fun on each dive and the cool part is there are 5 different classes/ characters to play with. Each with their own set of skills and style. Do not play a wizard like you would a Warrior wont go well lol. I have played this game on multiple platforms and for the money 100% worth playing.
Quest of Dungeons is a game that understands something very important about games: sometimes the most memorable journeys are the ones where you enter a place with absolutely no idea what you are going to find, and somehow emerge with the feeling that something meaningful has happened. There is a simplicity to the experience that is quite difficult to describe, because simplicity itself is often much more complicated than it appears. From the moment you begin, the game creates a particular atmosphere. You are there. The world is there. There are things happening around you. You make decisions, observe the consequences, and continue moving forward. It is a very straightforward philosophy, but one that becomes increasingly compelling as you spend time with it. What I particularly appreciate is the sense of progression. Not merely the obvious kind of progression, but the more subtle feeling that you are gradually becoming part of the experience itself. Every moment contributes to the journey, and every journey contributes to the larger understanding of what the game is trying to achieve. There is also a wonderful balance between familiarity and individuality. Quest of Dungeons feels like something you can immediately recognize, while simultaneously maintaining its own identity. It does not need to constantly remind you that it is doing something different. It simply allows the experience to speak for itself. And there is something very satisfying about that. The game also demonstrates that a good adventure does not necessarily require endless explanation. Sometimes it is enough to provide a world, provide possibilities, and allow the player to decide what those possibilities mean. The result is an experience that can be approached in different ways while still maintaining a coherent sense of purpose. I found myself appreciating the little things. Not necessarily one particular little thing, because that would require being unnecessarily specific, but rather the general collection of little things that together create something larger than the individual parts. That, in many ways, is what makes Quest of Dungeons successful. It understands that games are not simply collections of mechanics. They are experiences. They are journeys. They are moments of decision, discovery, uncertainty, and occasionally the quiet satisfaction of realizing that you have made progress without being entirely sure how you managed to do it. Quest of Dungeons delivers that feeling very well. There is depth here, but also accessibility. There is challenge, but also opportunity. There is structure, but also freedom. There is a beginning, there is a middle, and there is presumably an end, although the important thing is not necessarily where the journey ends, but what the journey means while you are taking it. Ultimately, Quest of Dungeons is a reminder that a game does not need to shout to be heard. Sometimes it can simply exist, offer you an adventure, and trust that you will find something worthwhile within it. I did. Would recommend.
I don't usually write bad reviews, but this time I just had to. This game looks good, and with a few improvements it could be so much better But in its current state, it's a complete waste of time. I don't care that it's cheap, because there are so many amazing free roguelike games So this game has no right to exist Let's start with the good, (because there is so little of it) 1. This game looks good I personally prefer ASCII, but the graphics are cute, the animations are simple Not as annoying as other roguelikes that do too much animation Or graphics that are too complicated Which interferes with playing 2. The game feels very snappy Very easy to start and play, no long character building (which I don't like) The animations are fast, so you can run from room to room in the dungeons And that's it... Now let's talk about everything that's bad 1. This game is *very* easy It took me 2 tries to beat it. And that's it. In Brogue I needed more than 300 attempts 2. The enemies There is no sophistication in the enemies... Some may be able to do ranged attacks... but it's really nothing interesting There is one enemy that steals things from you, but he doesn't really run away so you kill him and take back what he stole... So it's completely meaningless. There are bosses, which are always fun, but they also feel insignificant. There are a lot of graphic designs for the enemies, but 90% of them feel the same 3. The equipment Most of what you get is just junk that you have to sell (stones, treasures, etc.) or food that just heals you (there are also health potions that... yes, heals too) The rest of the items are swords, shields, helmets, etc. And they mostly have one stat (defense or attack) That's it. There is occasionally a sword with more crit or shoes with more agility but I really haven't seen a place where I can see all my stats or learn how each stat affects attacks/spells. So that's meaningless too 4. The levels Just move from room to room, kill everything, pick up everything, that's it... Traps? You can literally see them, they're not invisible! And what's more, there's no reason not to step on them! They just bring more enemies, which is more xp! Completely illogical!!! Shops? There's a shop in every level, but it's just a place to get rid of all the crap the game throws at you! And maybe buy some health potions That's it, There's no reason to buy weapons because you'll always find a better weapon a few more minutes into the game So... yeah! That's meaningless too! There's more to say about the level design, but nothing good So we'll stop here Summary So what do we have? A game that looks good, is very easy Lacks any sophistication, originality or meaning Completely boring A waste of money and time
Quest of Dungeons is a deliberately old-school roguelike dungeon crawler developed and published by David Amador that embraces simplicity, randomness, and tactical thinking over spectacle or narrative excess. From the moment you begin your descent, it is clear that the game is designed as a tribute to classic turn-based dungeon crawlers, distilling their core ideas into a compact, approachable experience that still demands careful decision-making. Rather than overwhelming players with systems layered on top of systems, Quest of Dungeons focuses on a tight gameplay loop built around exploration, survival, and incremental character growth, making each run feel like a self-contained adventure shaped by both player choices and procedural unpredictability. The premise is intentionally lighthearted and straightforward, setting the tone for the entire experience. A Dark Lord has stolen all the light in the world and locked it away inside a magical lantern, and it’s up to a lone adventurer to venture into the depths of a dangerous dungeon to retrieve it. The story exists mostly as framing, offering just enough motivation to push you forward without distracting from the mechanical heart of the game. This minimal narrative approach works well, as the true storytelling emerges organically through close calls, unlucky encounters, and moments where smart planning allows you to escape seemingly impossible situations. At the start of each run, players choose from several character classes, each of which subtly reshapes how the dungeon is approached. The Warrior favors durability and direct combat, the Wizard relies on careful mana management and spell usage, the Assassin thrives on agility and precision, and the Shaman offers a more flexible, hybrid style built around magic and utility. These class distinctions add meaningful replay value, as the same dungeon layout can feel dramatically different depending on your chosen hero. Because every dungeon is procedurally generated, layouts, enemy placements, loot drops, and shop locations change each time, ensuring that no two runs are identical and that memorization alone is never enough to guarantee success. Gameplay unfolds on a grid-based, turn-driven system where every action matters. Movement, attacks, item usage, and spell casting all consume a turn, giving enemies the opportunity to respond. This creates a constant sense of tension, as rushing forward without scouting or misusing a resource can quickly spiral into disaster. Combat itself is simple but effective, emphasizing positioning, threat assessment, and knowing when to engage or retreat. Health potions, scrolls, equipment upgrades, and skill tomes become precious resources, and learning when to use them is often the difference between a successful run and an abrupt end. Death is permanent, as expected in a roguelike, but failure rarely feels unfair; instead, it reinforces the learning process and encourages experimentation with different strategies. Progression in Quest of Dungeons strikes a satisfying balance between immediacy and long-term mastery. Characters gain levels, improve stats, and unlock new abilities during a run, creating a steady sense of empowerment that contrasts with the constant threat of losing everything. Equipment and spells can dramatically alter how encounters play out, sometimes turning previously dangerous enemies into manageable obstacles. However, the game never allows power to spiral out of control, and even well-equipped characters can fall victim to poor positioning or overconfidence. This keeps the tension intact from start to finish, reinforcing the idea that survival depends more on smart play than raw numbers. Visually, the game leans heavily into a retro pixel-art aesthetic that evokes classic 16-bit era RPGs. The presentation is clean and readable, prioritizing clarity over detail, which is crucial in a game where recognizing enemies, traps, and items at a glance can save your life. Animations are simple but functional, and the overall visual style complements the game’s mechanical focus. The audio design follows a similar philosophy, with unobtrusive music and sound effects that enhance atmosphere without becoming distracting. While the audiovisual elements are modest by modern standards, they feel cohesive and purposeful, reinforcing the nostalgic tone without feeling lazy or unfinished. Player reception to Quest of Dungeons has generally been positive, particularly among fans of classic roguelikes and turn-based dungeon crawlers. Many appreciate how accessible it is compared to more complex entries in the genre, making it an easy recommendation for newcomers while still offering enough depth to keep experienced players engaged. Criticisms tend to focus on the limited variety of environments and enemy types, which can become noticeable during extended play, as well as the intentionally minimal story. However, these shortcomings are often outweighed by the game’s consistency, fairness, and strong grasp of what makes roguelike gameplay compelling. Ultimately, Quest of Dungeons succeeds by knowing exactly what it wants to be and refusing to overreach. It doesn’t try to reinvent the genre or compete with sprawling, system-heavy roguelikes; instead, it delivers a focused, polished experience that captures the joy of exploration, risk, and reward in a compact form. For players who enjoy thoughtful turn-based combat, procedural challenge, and retro aesthetics, it offers a highly replayable journey that rewards patience, planning, and curiosity. Whether played in short sessions or longer dungeon-diving marathons, Quest of Dungeons stands as a strong example of how timeless design principles can still shine in modern indie games. Rating: 7/10
It's a simple turn-based 2-D tiled map dungeon crawler. It's dungeon crawling in its most pure form, and I love it so much for that. Pretty trivial on normal, but on hard it starts to get interesting, and there's a hell level beyond that. But beginning on hard, do watch out. Some enemies will absolutely wreck you if you aren't careful. It's not hard to spend an hour working your way thru most of the dungeon levels, and you find an amped-up champion who 1-2 zaps you into oblivion. Not to mention the floor bosses, who are not like the normal enemies at all, and at harder difficulties are an interesting challenge. But the best part of the harder levels--you'll occasionally walk into the first room on a new run and get swarmed by six enemies, and your run is over before it really began. And that's hilarious, and way better than the late dungeon oopsies. I played this some years ago, and only recently started playing again. Man oh man I can't put this down. If turn-based simple dungeon crawlers are your thing, you should absolutely pick this up.
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