
A byte-sized Dungeon Keeping roguelike: dig out your lair, populate it with monsters and protect the Wratch from heroes come for easy prestige.
Modeled estimate, not a reported figure. How we estimate →
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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
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Not a fun a game. Devs place RNG over planning and strategy. I tried using some of the NPC minions and they are a joke. They are more likely to wander and do nothing then be useful by doing anything. This game has potential to be a fun time killer. If the devs shift away from RNG mechanics.
Pretty good but there is zero tutorial- I only /kind of/ know how to play from watching Angory Tom on youtube. Can't beat it for 6 bucks though!
Unfortunately it feels like the Devs spent a lot of time on a fun 5/10 minute game, but that's the extent. The mechanics of the game are NOT meant for big bases. What I mean by this isn't that the game gets harder, the gameplay gets easier and easier- in exchange for increased tedium and "chores" you have to do before being able to do your next combat move. The numbers of Heros per waves increase, however the Heros stats never change- in addition only the front-most Hero (if possible) can use ranged attacks while only 1 enemy can occupy a tile. The Result? Heros will die in mass, littering your base with items that your minions will automatically drop whatever you're trying to move to pick up this new hero item up EVERY TIME, making moving stuff around your base a nightmare and take even longer as waves increase in size. It feels like the Devs never played their game for longer than a 5/10 minute long run because if they have, I have no idea how they didn't implement basic features like a "Fast Movement" system for goblins (who don't progress the game timer while moving on tiles) This would literally have let me get to the same point in my 2 hour long run in half the time. As literally 90% of the game play by the end was spent navigating goblins to and from the exact same placemoving gold and dropped Hero items. Being able to at least TOGGLE auto picking up Hero items would be nice (and maybe an option to drop gold on the ground too) Moving items in this game literally sucks, feels mechanically awful, and is the *core* gameplay of a large base. NOT combat, NOT multitasking, NOT crowd control. The game play is literally cleaning clutter as your combat units autofight. And like I said enemy stats don't scale and you're only fighting 1 or 2 Heros per turn anyways while the 40 other Heros wait in line. Honestly just play the demo once and you got the whole game. Anything beyond that is just more of the same with an increasing disappointing headache. A Demo is usually a promise for more features built on the basics shown in the demo, that is not the case for this game. Only buy the game if you want to support your indie Devs (which you always should if you enjoyed the demo and have the spare income)
wratch's den is enjoyable at first, interesting choices, colorful graphics, tactical gameplay, but if you try to sink your teeth in, your mouth will be acquainted with a tortuously dry texture and a flavor comparable only to a slugs' smegma. To get the point, waiting for all the heroes to act gets more annoying as you play because you know what their going to do, so their's no tension or suspense, you're just stuck waiting there for a long time especially as games drag on, also their's way too much disparity between the buildings and units, their's basically no reason to grab anything but orc's and goblins (with the exception of a few skeletons), while no room is bad, some are much much better than others (school, mine, tile place), it means I just roll my eyes when I pick any room when it isn't one of the good ones, I wish I had to make a meaningful choice when choosing rooms, either by powering up the not as good ones, or weakening the great ones, door placement can be pretty bad, just let me choose where to place it, same for letting me choose what trap to make, I could see why room placement and unit upgrades are random for gameplay purposes so no complaints there, the blood moon bug is still here or at least since the last time I played, Wratch's Den is worth the $6 but it's not the worth the time you spend playing
Would do a lot to see a sequel, DLC, or updates! Great Game <3 Also - Thanks Tom for sending me here ;D
Calling this a Dungeon Keeper-type game is only half true. It's also primarily a tactics RPG, where you have to set up your dungeon in a way that exploits the nature of turn-based combat, attacks of opportunity, and the strengths of your minions You directly control minions, and for every turn a minion makes, the heroes take one. Roads allow you to reduce or even eliminate the turn cost, and for cheaper units you can simply move the entire dungeon's worth, assuming you paved it out. Shop choices are semi-random, although after a time you get so many options it doesn't really matter, at least for minions. You mine to afford better stuff at your shop, turn the discarded equipment of heroes into traps and such, and set up routes. There are established rules as to how brick walls are generated, so learning the way to dig is an important skill. Likewise, where you can place a room is influenced by what entrances are theoretically available, which also makes digging in the right spots to prime your choices key. It's a game of a million small and clever choices, all built around providing a cool organic dungeon-building experience with almost tabletop-like rules. Steep learning curve, but once it clicks it's quite enjoyable, especially if you're a fan of the What Did I Do To Deserve This My Lord series of niche strategy games.
a fun game but I wish the hero entry point wasn't fully random had a indicator or had something like a dungeon/den door/enty point
I really enjoy this game, something about it just hits the right spot for me. Pretty hard if you just get started tho!
I have mixed feelings, but ultimately I like it. I do think there are some helpful negative reviews. Have a look! I loved the twist at the end,
no tutorial whatsoever, and gameplay mechanics are not intuitive enough for that. you will be stomped by the ever increasing waves of enemies that can spawn literally anywhere except the room with the wratch itself you will be spending your wratch turns resurrecting your minions every time you do not get to choose where to put traps, or doors, or rooms you do not get to choose which room you get offered enemies can spawn in your rooms most enemies will kill a goblin before it can even attack because all enemies attack first you have to control minions one at a time, they are not automated whatsoever the game is very loud, even on the lowest setting the wratch store is randomly populated, you may get a run where the wratch does not offer you the essential increase in minion slots before you inevitably get killed by a supersolider with a bow who can smash walls and one hit goblins and 2 hit orcs. crusades happen less than a minute apart usually it seems, so you will have just killed some enemies, having lost all of your minions, and then get a wratch turn to resurrect your minions, only for the game to stop everything as "Crusade" appears on screen and 3 more ridiculously overpowered heroes appear to kill all of your minions before you can do anything again. this game had potential, but failed to realise any of it sadly, I have hope that the devs can do some MAJOR reworking of several of the games core features.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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