
An innovative pigeon fighting game. In dungeon, defeat enemies by placing block cards. Experience new building dynamics around blocks, relics, and hero traits.
Modeled estimate, not a reported figure. How we estimate →
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About


"Tetra Dungeon" is a rogue-like and card combat game where the mechanics integrate Tetris elements. Players use cards depicting various shaped blocks and strategically place them on a 5x5 dungeon grid to inflict damage on entire rows or columns of enemies.

The game features three main classes:
Swordsman: Straight Sword Cards + Slash Cards with row-range attack
Mage: Elemental Spells + Various Spell Combinations
Puppet Master: Similar to tower defense, continuously adjust puppet units on the board for attacks

In addition, the game currently includes a total of 310 different types of cards.
Around 90 cards for each class and 40 common cards.

Our first foray into developing a rogue-like card game was filled with countless setbacks. Initially buoyed by confidence, we thought blending mechanics from Tetris and Slay the Spire would be perfect. However, by mid-development, the complexity and computational requirements were overwhelming—rendering the game nearly unplayable.
After numerous major overhauls seeking solutions, we've reinvented our design nearly seven times, created around 2,000 cards, and constantly revised and deleted them—enough to nearly lose our hair over it.
With our current version, we believe we have crafted something truly worthwhile and original, with no comparables currently on the market. Each class offers intuitive gameplay, and there is a good synergistic level amongst the cards. The game difficulty is relatively low, allowing nearly every player to achieve a playthrough and enjoy that thrilling rush of strategic victory!
However, limited by budget and resources, the game still has many areas needing refinement. Every indie developer, including us, strives to offer both innovative and well-polished games. We truly appreciate the support from every player who has joined us on this journey! A huge thank you as well to our players who tirelessly helped us during testing and to our friends and colleagues in the indie community!
Thank you for your encouragement and support!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English
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
非常成熟可靠的小品级游戏,适合无聊时打发时间,后期会有点卡,但是不影响玩家正常游戏。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/44900613]“黄油收集师”[/url][/td][/table] [h1] 总体上来看 [/h1] 本作是一款非常成熟可靠的小品级游戏,主打的是通过数值计算来造成更高的伤害并击败各种关卡boss,直到抵达最终boss,大部分遗物并不能撑起来一个相对成熟的流派,玩家需要不断的通关并在高阶难度下解锁新内容,游戏本身的难度并不高,因此制作组加入了挑战模式,催促玩家尝试更高效的流派。对想要通过游戏进行休息的玩家来说,本作正是那种轻松与煎熬任选,玩家掌控游戏而非游戏掌控玩家的上品佳作。 [h1] 下面是具体的评测内容 成熟的游戏玩儿法 [/h1] 游戏本身的玩儿法非常的成熟,玩家需要在技能,召唤物,填图装备三种流派资源中挑选一个作为主攻方向,然后根据主攻方向选择遗物和商店内容。 技能的效果是固定伤害,随着技能效果的强化,玩家将能在同样经费的技能消耗下取得更高的收益。 召唤物的效果各有不同,无论是直接造成伤害还是增加灵活的幽灵匕首,玩家都能通过召唤物获得更有性价比的选项——召唤物被召唤出来之后可以移动或者被从地盘上丢下去,给玩家的装备牌提供空间。 填图装备是本作的核心机制,各种装备的初始性能各有不同,需要通过占不同的格子来获得不同的加成,横排相加之和乘以竖排相加之和即为对怪物造成的伤害,因为boss怪占图为四格的缘故,技能和召唤物都很难对boss造成足够的伤害,必须要靠填图装备。 在升级时,小的填图装备更灵活,具有星的填图装备能造成额外的攻击效果,而大的填图装备在更难安装的同时也能造成更高的伤害——填图装备可以有一部分悬空,这不影响放进地图里装备的伤害计算和效果。 [h1] 总体上来看 [/h1] 本作是一款非常成熟的小品级游戏,制作组精妙的控制了数据和怪物机制,使得游戏本身具有可玩儿性的同时不腻人,不沾人,玩家随时可以开一局,放弃也没什么可惜的——真的很适合工作或者休息之余用来休闲。想要找个游戏打发时间的玩家千万不要错过本作,真的蛮有趣的。
很棒的游戏,就是傀儡师不胡容易直接崩盘,可以优化下
游戏很好的创意,玩一局的时间也不长,推荐下剑士的玩法,使用断剑斩+助手+小剑加伤,全部升级后,可以比较轻松的秒BOSS
非常值得一玩的肉鸽,这个赛道玩法有独特的创意又有许多成立的套路就很难得了,唯一的缺点就是界面和动画透露着贫穷,但已经完全对得起价格啦!
挺有意思的玩法,希望后续能更加完善。
18块钱不亏 推荐! 经常凭直觉,偶尔费下脑子。不知不觉还是玩的有滋有味 :)
好玩爱玩,一口气进好几个强化事件,然后在下一关直接流派成型的感觉特别爽。
来劲了,燃起来了
很好玩,很有乐趣,打起来很轻松,内容有点少
玩法有意思但不多 内容过少
Related
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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.
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