
Every move you make counts in this gritty turn-based game! Fight against foes in opposite 3x3 grid boards. Plan ahead of your enemies’ attacks and carefully choose your moves: running out of moves will cost you health, but enemies will always keep coming. How deep can you get into The Dark Cave?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 20 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
The Dark Cave is a gritty pixel art turn-based roguelike where you fight tense battles in opposite 3x3 grids against wave after wave of enemies.

Movement during battles is limited. You will need to carefully consider each move and anticipating monster movement positions is necessary.
Build a strategy that combines skills and movements to attack and defend yourself from enemies: anticipating the movement and attack patterns of every monster is key to your survival

Select a hero from 3 distinct characters, each with 20+ available skills that can be upgraded multiple times
With 20+ enhancement effects, 20+ potions, and 40+ relics, forge your combat style through combinations

After you finish a layer, the Blacksmith, the Angel and the Black Marketeer will bring you different items to help you on your journey. But sometimes you’ll have to sacrifice something in exchange for their boons…
Genres
Sums Steam only; GOG publishes 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 | 76reviews | 83% | — | $6.2K |
| $2.75−45% | 7ratings | 74% | — | 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.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Interesting ideas in here, but the localization is very poor and even incomplete in places. A native English speaker has clearly not given any input on it. Words are often spliced between two lines and the whole thing is just sloppy. I'm guessing the developer is small or even one person so I wish there was a way to leave a mixed review, but I honestly can't recommend this to anyone in the current state. It is an unfinished, unpolished product.
[h1]《幽暗洞穴》:麻雀那个小,五脏那个全[/h1] 《幽暗洞穴》是一款由Leaves Games开发、2P Games发行的融合战棋以及肉鸽爬塔要素的地牢游戏,听上去就很缝合怪对不对?实际上游戏给我的感觉是在玩法上比较多参考了将军对决。我们的主要目标就是在地牢中探索,玩家的决策基本上只有攻击和移动两种,而攻击主要是采用武器,不同的武器有不同的攻击方式,同时在攻击完毕以后就会进入一个CD状态,在这个过程中玩家还需要操控主角进行走位来规避敌人的攻击——因为角色初始只有8点血量,所以血量管理变得非常重要,补给只有每次战后回复1点,大多数时候硬抗敌人攻击都是不可取的。 《幽暗洞穴》在这套能攻击就攻击、不能攻击就走位的玩法加持之下,体验却是有点像是《将军对决》,尤其是那种“你来打我啊,诶你打不着”的拉扯博弈感就更像了。但是吧咱就是说,兴许是过于致敬了,有时候却忽略了一款战棋游戏的本质——没有原地待命的选项。由于武器CD过长,经常会进入输出真空期,这时候就要走位拉扯,但在一步一动的情况下没有第三种选项还是有点难受的,好在敌人基本上也都一直在追赶着我们进行输出,咱们除了偶尔的来回踱步以外基本也不会有太多无效操作。 在流程推进方面则是熟悉的尖塔结构,三幕式关卡,每幕关卡中有十几个小关,路上会经过铁匠和商店来对你的角色进行强化,以匹配逐渐成长的怪物强度。游戏的构筑不算太多,现阶段是3个角色,每个角色都有自己的独特技能组,地牢内还有20+的药水以及40+的遗物,整体上还是稍稍让构筑变丰富不少,但也仅此而已。 总的来说,是一款你在闲暇无事时可以入的一款地牢缝合怪,糅杂了将军对决的行动逻辑以及尖塔的流程推进,在加上比较复古的像素美术风格,也算是一个不错的代餐吧。 [quote] 执笔勾墨色,挥毫著文章;阳春布德泽,璞玉生光辉 欢迎关注[url=https://store.steampowered.com/curator/44174077/]吟遊诗人的手札[/url],书游戏特色,写游戏魅力 [/quote]
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Traditional Chinese
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[url=https://youtu.be/NfBVQXbDFDM?si=G14iEJjHfavEA43n] First 20 Minutes Gameplay Here[/url] So, here we have a gave which I think should deserve more players. I mean yes, it's frustrating to move on to the next stage. But isn't that the whole point of these kind of games? =) Basically you have here a tactical RPG where decision counts. - and also may be your last. I mean you can re-play the stage you lost. But until you something else in your sleeve you didn't use before, there's almost no way to be able to move on and you have start from the beginning. You get like options like rest (for hp regeneration) or weapon upgrades/enhancements on each clearence on of any stage. You can see where the enemy hits when you hover over them and when they'll be hitting you. there will be enemies which you can outrun but what are you gonna do when the enemy hits the whole 3x3 pallet all at once? Well, you have to play find it out =) Thumbs Up!
The ideas are nice, but implementation is poor
17个小时全成就了。玩法挺不错的肉鸽小游戏,三个角色各有特点,一开始难度是最大的,中后期升级了反而感觉容易了。系统做得有一点粗糙,不能重置升级点数。要是升满了初始遗物数量,最多拿3个遗物通关的成就就拿不到了。幸好存档文件还是文本文档,修改一下把这个升级降回去,最后终于拿到这个成就了。总的来说,想拿全成就最好在拿到那个成就之前不要升满初始遗物数量,否则就要折腾存档,此外玩起来没什么问题,值得一试。
对Shogun Showdown的拙劣模仿,同样的极简风格,同样围绕伤害-冷却构建的技能和技能强化,但一些“自作聪明”的差异化却严重拖了后腿,可玩性远不如效仿对象;具体问题包括但不限于: [list] [*]二维棋盘看似扩展了战场,然而将军对决的灵活性很大程度上来自敌我在同一战场下,可以通过精巧的行动规划借力打力让敌人互相“误伤”,分隔开的战场实际上切断了这种联系,被多个敌人逼入死角就完全没有还手之力; [*]对移动次数的限制更是暴露了设计者想法的贫瘠——的确,Roguelike游戏的战斗都不应当过于拖沓,加快战斗节奏是一个合适的方向,但冷却和移动紧密挂钩的情况下限制移动次数本质就是限制技能使用次数——这还是完全不考虑技能范围的情况,又要躲避敌人攻击又要找合适的时机反击,难度设计这么稀烂的情况下,咱要不还是放宽点限制吧? [*]血量资源如此重要的情况下在前期就有全屏攻击和无视护盾反伤的敌人?设计者真的有难度平衡概念么; [*]老生常谈的roguelite通病,本身内容不够丰富的情况下就别把内容藏着掖着了...好玩的游戏多了去了没多少人愿意耐着性子顶着重复性把内容解锁完再做评价
The difficulty level is quite something. The boss fight is extremely hard and requires you several goes to figure it out.
《幽暗洞穴》一款小巧而精美的策略遊戲,在遊戲中玩家需要在3x3的九宮格中輾轉騰挪,用自己的武器來攻擊對應方格中的敵人,同時閃避掉敵人的反擊,玩法簡單易懂,難度卻十分有味道,適合喜歡策略肉鴿的玩家。 沒有高大上的畫風於窮奢極欲極盡精美的畫面,也沒有華麗的特效和過場的手繪,僅僅只有兩個不起眼的九宮格以及蹦躂在其中的點數小人,簡單畫面背後是不算簡單的戰鬥內容,雖然也是肉鴿作品,卻不同於大部分主流遊戲的玩法,本作僅僅使用移動就能完成戰鬥的各種操作。 遊戲中的規則就是應對層出不窮一波又一波的敵人,但限制是只能在規定的九宮格中移動應敵,現時遊戲一共有三比特不同的初始角色,分別是精靈、騎士以及亡靈,分別代表了三種完全不同的戰鬥成長路線,譬如精靈代表的疊毒流、戰士就是標準的防守反擊,而亡靈則通過獨有的“鬼神”機制來進行戰鬥,可以說雖然遊戲本身不大,但這些套路還是比較豐富有趣的。 當然此類肉鴿作品局外成長也是必不可少的一環,幽暗洞穴也沒能免俗,本作中的局外成長是天賦點,其實整個的內容並不算多,滿打滿算也就14項能力,但是結合起來的力量卻不容小覷,尤其是最後開局自帶一把新武器、獲得一次新陞級都是前期極其有用的能力,可以幫助玩家在遊戲前期快速發展成型,迅速穩住局勢。 就個人體驗而言,本作明顯是那種麻雀雖小五臟俱全的典範,雖然遊戲的單句內容和深度都不算豐富,但是每次體驗依舊有著不錯的風味,十分適合喜歡策略遊戲的玩家入手體驗,再加上遊戲本身短劇級別的售價,還是蠻值得一試的。 [quote]點擊加入[url=https://steamcommunity.com/groups/itgameap]趣遊鑒賞組[/url],一同探索遊戲的樂趣~ 歡迎關註[url=https://store.steampowered.com/curator/34803254/]趣遊鑒賞家[/url],查看更多趣味性評測。 讓我們用愛點亮遊戲之光,加入我們,共同感受更多趣味的遊戲吧![/quote]
《幽暗洞穴》是一款由2P Games发行的带有roguelike爬塔过关的回合制像素地牢游戏,游戏的画面第一眼比较低像素,界面简洁玩法简单,很容易上手,但又很吸引玩家一把一把开下去。 游戏的战斗系统很有特色,玩法有点类似三维版《将军对决》,游戏需要玩家操控角色在3*3的己方九宫格里移动,通过各种武器对敌方9宫格里的敌人发动攻击,消灭完所有的敌人就可以过关。不同的武器作用的范围以及对应敌方的格子位置都有不同,还有伤害和冷却,需要玩家考虑人物的走位以及武器的释放,攻击敌方的同时还要不断走位躲避对方的技能。 最开始玩家只有默认的2个技能,打完就只能跑了。但是每当完成本回合的战斗,玩家可以随机遇到铁匠、天使、商人等NPC,可以用于强化武器(减少冷却、增加伤害、大幅度强化武器但副作用是提升冷却等)或者获得随机遗物装备、恢复状态、买卖装备遗物。 游戏里也有很多流派,可以选择高攻武器斩杀,也可以选择一些带有状态异常的武器与敌人迂回,并且每次战斗结束都会获得经验,用于提升玩家的等级,可以点天赋永久强化角色,哪怕失败了,玩家还能接着本层游戏,尝试不同的策略赢下本回来,以上要素给反复游戏提供了很大的动力。 相较于将军对决,本游戏还加入了移动力的系统,玩家每次移动都需要消耗移动力,每次结束本回合战斗会回复一定的移动力,同时部分装备、遗物也会提供。一旦移动力用完了,玩家每移动都会掉血,这无疑给游戏增添了不少的难度。玩家需要更加仔细的思考每一步的决策,减少无效的走位,否则很容易遇到移动力不足的情况。 但是值得注意的是,游戏是个回合制游戏,在有移动力的限制下,游戏没有“原地等待”的指令,以至于玩家武器cd之后哪怕没有危险,也得不断地走位消耗移动力,甚至有时候下回合就能刚好进行攻击,但因为没法原地等待,走出了自己的攻击距离,个人体验下来这个点对玩家不太友好,大幅度增加了游戏的难度。 总的来说《幽暗洞穴》是款精致的回合制肉鸽爬塔像素小游戏~游戏的玩法很有趣,但是移动力的存在也给游戏增加了一定的难度,喜欢类《将军对决》《杀戮尖塔》游戏的玩家值得试试~ [quote]关注&加入[url=https://store.steampowered.com/curator/32969453/]大众点评[/url],了解并体验更多好玩游戏[/quote]
The Dark Cave, developed by Leaves Games and published by 2P Games, is a compact turn-based roguelite that distills strategy, tension, and resource pressure into a deceptively simple grid-based format. At first glance, it looks like a small retro-inspired dungeon crawler with minimal presentation, but once you begin your descent, it becomes clear that the game’s design is built around razor-sharp decision-making. Every battle takes place on two opposing 3×3 grids—one for your hero and one for the enemy faction—and every action carries weight because movement itself is a limited resource. Where many roguelikes afford players room to experiment, The Dark Cave demands precision from the first encounter, layering tactical restrictions onto an already unforgiving structure. The story is deliberately sparse, letting the combat system and character progression carry the experience. You begin by choosing one of several heroes—initially the Knight, Elf, or Phantom—each offering different skill paths and combat styles. As you descend through waves of encounters, you collect relics, potions, and stat-enhancing items while navigating a map filled with branching choices. The limited move budget becomes the defining feature of each skirmish. Moving too much drains your stamina, and once it’s depleted, your health begins to drop simply by repositioning on the grid. This mechanic transforms even basic movements into tactical gambles and gives battles an almost puzzle-like quality. You must anticipate enemy patterns, set up skills in advance, and choose when to reposition or stay grounded based on the threats ahead. Progression is shaped through upgrade paths that allow for experimentation across multiple runs. Skill trees, relic synergies, and potion-based modifiers give each attempt a different flavor, encouraging players to chase builds that fit their preferred pace. Vendor rooms—such as the Angel, Blacksmith, or Black Marketeer—offer run-based enhancements that can radically shift your prospects. These decisions become increasingly important as enemies grow more aggressive, forcing you to fine-tune your strategy with every new layer of the cave. The game also includes meta-progression in the form of unlockable talents earned between runs, ensuring that even failed attempts contribute to long-term growth. This balance of short-term tactics and long-term development helps maintain momentum across multiple sessions. Visually, the game leans heavily into old-school pixel art with gritty fantasy touches. The environments use darkness effectively to convey a sense of claustrophobia and danger, though the overall presentation is modest. Character sprites are expressive and readable, and attacks are communicated clearly, but the aesthetic occasionally feels at odds with the bleak tone implied by the title. Some reviewers noted that the art evokes classic JRPGs more than a foreboding dungeon crawl, which may create a mild dissonance for those expecting heavier atmosphere. Still, the minimalism contributes to clarity, and the UI—while occasionally rough around the edges—generally supports quick tactical assessment. The difficulty curve is both one of the game’s greatest strengths and one of its most divisive features. The Dark Cave does not hold your hand; a few careless steps can end a run abruptly. For players who enjoy methodical, punishing turn-based design, this level of challenge is deeply satisfying. For others, the high early difficulty and strict movement system may feel restrictive or unintuitive. The variety of enemies, while respectable for a small title, can begin to feel familiar after many hours, and with only a handful of starting heroes, the early-game repetition may reduce replay excitement until more options unlock. Additionally, some rough edges—such as occasionally unclear skill descriptions, missing controller support, and translation inconsistencies—can make the learning curve steeper than necessary. Despite these shortcomings, The Dark Cave excels at delivering a tightly focused tactical experience. Its battles are short but intense, its decisions meaningful, and its progression loop rewarding. It’s a roguelite that respects the player’s time while demanding full engagement, making it ideal for short sessions or deeper strategy marathons alike. The game’s modest price point and straightforward premise make it easy to approach, yet its layers of tactical interlocking systems give it surprising depth once you delve in. Ultimately, The Dark Cave is a sharp, compact, and thoughtfully designed roguelite that stands out through its emphasis on movement economy and strategic restraint. It may not boast grand visuals or elaborate narrative framing, but it offers a uniquely tense, chess-like approach to roguelike combat that’s rare in the genre. For players seeking a challenge built around precision, resource pressure, and cleverly constrained tactical design, this unassuming dungeon crawl delivers far more than its simple appearance suggests. Rating: 7/10
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