
Siege of Dungeon is a strategic team-based rogue-lite, where you challenge strong, cunning monsters and combine relics and skills to build up your team in turn-based combat. What’s waiting for you deep in the dungeon? Could it be a rare treasure or the beginning of despair...?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Traditional Chinese, Simplified Chinese, Japanese, Korean
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
Siege of Dungeon is a roguelite tactical RPG that combines careful planning, dungeon exploration, and rewarding character progression into an experience that feels both challenging and highly replayable. Rather than relying on fast-paced action, the game encourages players to think through every movement and combat encounter while venturing into the ruins of an ancient civilization buried beneath a forgotten castle. The premise is straightforward, but it serves as an effective backdrop for an adventure focused on uncovering hidden secrets, collecting powerful relics, and surviving an ever-changing labyrinth. Its blend of classic fantasy themes and strategic mechanics creates an experience that appeals to players who enjoy methodical gameplay and meaningful decision-making. One of the game's standout ideas is the way it handles party exploration. Instead of moving as a single unit, heroes can split up and explore different sections of the dungeon independently. This mechanic introduces constant strategic choices because only characters positioned next to one another can fight together when enemies appear. Players must decide whether to separate the party to maximize treasure hunting and event discovery or keep everyone grouped together for greater combat security. This risk-versus-reward system gives exploration genuine tension, making every room feel like an opportunity that could either strengthen the party or lead to a dangerous situation if poor positioning leaves characters isolated. Combat builds upon this tactical foundation with turn-based encounters that reward preparation and adaptability. Every successful battle grants access to relics, abilities, and upgrades that gradually shape each run into something unique. With well over a hundred relics and dozens of skills available, the possibilities for creating specialized builds are extensive. Some combinations focus on overwhelming offensive power, while others emphasize survivability, support abilities, or devastating burst attacks that can completely shift the momentum of difficult battles. Since relics and skills are distributed differently during every expedition, players are encouraged to experiment instead of relying on a single winning strategy. This constant variation keeps repeat playthroughs fresh and makes discovering effective synergies one of the game's greatest strengths. The roguelite progression system extends beyond individual runs by allowing players to unlock permanent improvements that carry over into future adventures. Even unsuccessful attempts contribute to long-term progression, creating a satisfying sense of growth that softens the frustration of defeat. The dungeon itself remains unpredictable thanks to procedurally generated layouts, random events, and diverse enemy encounters spread across multiple distinct environments. Every biome introduces fresh threats that require adjustments in positioning, resource management, and party composition, ensuring that players cannot simply repeat the same tactics from one floor to the next. Visually, Siege of Dungeon embraces an attractive pixel art style that captures the atmosphere of a mysterious underground world filled with forgotten ruins and dangerous creatures. The environments are detailed enough to create a strong sense of adventure while remaining easy to read during exploration and combat. Character sprites, monsters, and visual effects all contribute to a cohesive fantasy aesthetic without sacrificing gameplay clarity. Combined with an interface that communicates essential information efficiently, the presentation supports the game's strategic focus while maintaining a nostalgic charm that fans of retro-inspired RPGs will appreciate. The game's biggest challenge is its learning curve. New players may initially struggle with positioning mechanics, party management, and understanding which relic combinations offer the greatest advantages. Success depends on patience and experimentation rather than immediate mastery, and those expecting a story-driven RPG with extensive narrative sequences may find the plot takes a back seat to gameplay systems. However, players who enjoy refining strategies through repeated runs will likely view this as one of the game's greatest strengths rather than a weakness. Overall, Siege of Dungeon successfully delivers a rewarding mix of tactical combat, roguelite progression, and thoughtful exploration. Its innovative approach to party positioning, impressive variety of relics and skills, procedurally generated dungeons, and satisfying long-term progression create an experience that remains engaging across multiple playthroughs. While the demanding difficulty and strategic complexity may not appeal to every player, those looking for a dungeon crawler that rewards careful planning and creative build experimentation will find plenty to enjoy. It stands as a strong entry in the roguelite strategy genre, offering both depth and replay value that continue to reward players long after their first descent into the dungeon. Rating: 8/10
不錯
Quite a lot of replayability.
기본난이도는 쉬움 걍 첫트에 튜토하고 2트에 유물만 잘집으면 깨지는 난이도 승천은 별로 안하고 싶어서 안함 기본게임은 나름 할만했음 유물이랑 스킬 잘집었을때 시너지로 뽕맛도 있고 근데 1클 했는데 언락할수있는자원 60개줌 뭐 하나여는데 8~18개 듬 그렇게까지 반복플레이를 하고싶지 않음 ㅜㅜ 승천으로 깨면 더 줄수도? 그리고 로그라이트라서 스탯찍고들어갈 수 있는데 이게 캐릭터 레벨 올려서 각각 찍는거라서 새 캐릭 할라면 다시 첨부터 찍어야해서 귀찮을듯 그래도 이런류 좋아하면 해볼만함 아 근데 인디게임답게 전투 이펙트 좀 짜치는거랑 ui구려서 적이 스킬썻는데 뭔스킬인지 잘 안보이고 이런거는 감안해야할듯
蠻消磨時間的
4人のキャラクターから3人を選んでパーティを組み、ダンジョンに挑む戦略ローグライトゲーム ダンジョンは次のマスしか見えない仕様で、3人を別々に動かしてダンジョンを探索が可能。 ただ同じマスにいるキャラクターだけが戦闘に参加できるので探索にも頭を使う 戦闘バランスが素晴らしく、それでいてアイテムの組み合わせがマッチすれば俺ツエエェェでゴリゴリ進めます ローグライト好きはとても楽しめる作品です
游戏很奇怪,初入时会觉得很难,再加上塑料音效、较弱的打击感,很难让人体会到其中的快乐,但等到后面再进行多次尝试后,会发现很多特殊的流派,再加之时间计时给人的紧迫感,以及卡在最后一小时脱出时的那份兴奋感是会给人一种越玩越上头的体验感,是单机断网时不错的时间杀手。 —— 以下是个人整理的核心思路: 1:游戏初期可以使用武士、弓手、神官进行搭配,即分别为坦克(特殊的叠甲增伤机制)、刺客(高额的对单输出能力,点出吸血后拥有独走的能力)、辅助(之所以不叫奶妈,是因为点出圣物后能提供优秀的增伤),初期由于地牢结构较为单一,可以共走或是近走(即拆队但离得很近,可以随时支援) 2:游戏内的计时有个小良性BUG,即在同一小时内穿过该楼层,下楼层计时是会从该小时初重置的,也可以理解为从8小时末撤离,下楼层还是从第8小时算起,且所有人的行动力回复满,故可以依靠这搭配近走作战能力使一个人可以及时回到撤离点,刷新时间 3:游戏内的商人尽可能是攒够资源一波买,如果顺路的话可以去看看有没有刷好东西,尤其是圣物栏,使用后就会消失,所以尽可能等到快撤离时查看 4:游戏里行动是能够看到相邻房间内的情况的,建议尽可能利用侦察(通过这一技巧尽可能查看更多的房间)为自己提供充足视野,但不要忘记顺手清理掉路上看到的小怪,且要善记合理使用道具,手上最好备一个木栅栏或是传送石(减少对精英敌人的赶路时间,因为多数情况下小队是分开的,来回支援过于浪费时间) 5:圣泉是专门用在清空本楼层后再去强化的,且增加战区范围最为优先,其余的根据个人情况而定,手上记得多留点钱 6:刷新的装备尽可能往一个流派发展,如果实在不行的话可以考虑选择些辅助型(通用回血回蓝给强化的)装备,装备选择太杂是很难发挥作用的,圣物选择亦是如此,尽可能为一个人提供强化(神官就算了),单推的效率是很高的,可以快速解决Boss、单走开辟视野路线,为团队提供更好的经济状况 7:充分利用房间内的传送优势,比如篝火可以选择派一个体力几乎为零的人驻守,别的外出探索体力为零时再使用,精英战附近如果可使用房间较多的话,可以在体力充足时派一个人去开,另外两个人待机存体力,使体力使用率最大化 8:游戏初期是很难的,希望各位不要因此气磊 —— 当然,我游玩的时长多数在单机断网时游玩,实际数据并不准确,还望各位能够包涵
Amazing game and really interesting story, still in difficulty+2 but is really great rotally recommend it
Could be a lot better and its definitely worth the try. SO YES
很有趣,會令人一直玩的遊戲 BOSS音樂也很讚 關卡覺得偏少但也是能接受水平 個人覺得弓手普攻三連擊太OP
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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