Desktop Dungeons is a quick-play roguelike puzzle game that gives you roughly 10 minutes of dungeon-crawling action per serving. It straddles the casual and hardcore boundary in that, while you might die frequently because the game is tricky and unforgiving, it’s so approachable and quick to get into that you keep wanting just one more...
リリース日: 2013年11月7日
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最新の更新 全て表示(2)

Desktop Dungeons Update

2014年3月10日

Added fullscreen filtering options to alleviate complaints of blurriness.
Fixed some issues with specific Steam Achievements not unlocking.
Laid groundwork for future interop with Linux and mobile versions.

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Desktop Dungeons Steam Cards Now Available!

2014年2月7日

A strange new monster has appeared! First sightings say that this "Artiste" doesn't have a normal trophy, instead leaving behind strangely compelling cards and a new form of sorcery that our wizards have been calling "emoticons".

Bezar has been grinning in a most disquieting fashion. We're taking this as a good sign.

Steam cards should now randomly drop as you're playing Desktop Dungeons, enjoy!

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レビュー

“... a creative, rewarding and utterly addictive game that will keep you raiding goblin lairs until the small hours.”
4.5/5 – USgamer

“There are eight puzzles about pushing trolls.”
9/10 – Objective Game Reviews

“... as well-balanced as God’s own see-saw, and as unforgiving as the fast food jobsworth faced with someone ordering a breakfast muffin at 12.01”
Rock, Paper, Shotgun

スペシャルエディション

The Desktop Dungeons pre-order Special Edition lives on! Except now you can regale non-Special-Edition owners with the exploits of the Goatperson and your explorations of the additional Triple Quests while listening to the dulcet tones of the Desktop Dungeons Soundtrack.

That's right, all of Desktop Dungeons in one friendly package. For less:

  • Desktop Dungeons
  • Desktop Dungeons Goatperson DLC
  • Desktop Dungeons Soundtrack

ゲームについて

Desktop Dungeons is a quick-play roguelike puzzle game that gives you roughly 10 minutes of dungeon-crawling action per serving. It straddles the casual and hardcore boundary in that, while you might die frequently because the game is tricky and unforgiving, it’s so approachable and quick to get into that you keep wanting just one more round.

  • The perfect coffee-break game
  • Fight your way through fantasy dungeons in 10 minutes or less. We’re busy people too.
  • Prize-winning awesomeness (13th Annual IGF Awards)
  • Classic roguelike play re-imagined as a unique single-screen puzzle game sort of thing! Reviewers have a hard time with genres.
  • 6 hours of gameplay? Try 6 billion.
  • Randomly generated dungeons are different every time you play. Build your Kingdom to unlock hordes of new classes, races and challenges.
  • Amazing soundtrack by the improbably astounding team of Danny Baranowsky and Grant Kirkhope.

システム要件 (PC)

    Minimum:
    • OS: Windows XP
    • Processor: 1.2GHz
    • Memory: 1 GB RAM
    • Graphics: any Direct3D 9 card
    • DirectX: Version 9.0c
    • Hard Drive: 350 MB available space

システム要件 (Mac)

    Minimum:
    • OS: OSX Lion
    • Processor: 1.2GHz
    • Memory: 1 GB RAM
    • Graphics: any Direct3D 9 card
    • Hard Drive: 350 MB available space
役立つカスタマーレビュー
18 人中 17 人 (94%) がこのレビューが参考になったと投票しました
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ローグライク風のパズル要素が強いゲーム

1フロアだけのダンジョンを探索してボスを倒すのが目的.
強いボスを倒すためには,ダンジョンを探索して有用なアイテムを探したりプレイヤーが倒せる敵を探してレベルアップをする必要がある.

配置されている敵は襲ってくることはないので安心して探索することができるが,このゲームの最も重要なルールのひとつとして"視界を確保していない未探索のエリアを探索するとHPとMPが回復する"というルールがある.つまり,無闇にダンジョンを探索すると敵配置がわかってアイテムを得ることはできるが回復の為のリソースを失うことになる.

このゲームは限られたリソースを管理しながらダンジョンを打開するパズル要素の強いゲームである.



プレイヤーのクラス(職業),敵の種類,ダンジョンはそれぞれ幅広く用意されており,ゲームの進行に応じてアンロックされていくのでリプレイ性やモチベーションを高めている.クラスに応じてプレイスタイルもだいぶ変わるのでやり込むひとにも十分なボリュームが用意されている.

操作性は簡潔で,UIも見やすく使いやすく丁寧,アートワークにも力を入れている.

必要な英語力については,ゲームのルールを理解するぶんには簡単な英語がわかれば十分という感じ.フレーバーテキストのような文章を読むときは少し面倒だけどゲームを楽しむだけならばそこまで英語の理解力は求められない.

2013.12時点 DLC:Goatperson 導入済み
投稿日: 2013年12月9日
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11 件のレビュー
記録時間: 3.9 時間
難しそうに見えるが実は単純明快なテンポの良いゲームでした。
操作方法はマウス一個だけでできます。ゲームシステムとしてはダンジョンを探索して敵を探しボスを倒すゲームですが、
他と違うのは敵が動かないこと!パズルゲームのようなダンジョン?ゲーです。興味があるかたはTrailerみてどうぞ!
25ドル払った価値あるんちゃいます?って思ってます。
投稿日: 2014年1月31日
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166 人中 146 人 (88%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 235
6 件のレビュー
記録時間: 29.5 時間
"Normally, with puzzle games, if it seems too hard then you're generally just doing it wrong. With Desktop Dungeons, it's just too hard." — Kakie, Corsual Live Viewer

I have a confession to make. I'm not proud of it, but I haven't finished Desktop Dungeons. I strive to complete all of the games I review prior to writing, but in this case the cross was too great to bear.

My failure came not through lack of trying — I tried for many, many hours — but from an overwhelming level of difficulty. Not the bad kind of difficulty, where cheap opponents consistently barrage you until you die hurling an overpriced controller against the nearest wall, but the good kind of difficulty, that will see you thinking — really thinking — about every move you make, every time you make it, lest your adventure come to a inconveniently early end.

Fortunately, I appreciate a challenge. Hell, I crave it. But in the end, it turned out that there was more to accomplish, collect and unlock in this roguelike dungeon crawler than I could ever hope to discover in just 2 weeks, and so, I began my review in advance.

WITHOUT FURTHER ADO...
I first saw Desktop Dungeons while watching MANvsGAME; Danny Baranowsky and Grant Kirkhope, who composed the soundtrack, were there alongside one of the core developers, Danny Day.

They discussed many of the basic game concepts; the randomly generated dungeons and roguelike nature, spell-casting warriors, the coming mobile release, the difference between a harpsichord and clavinet and the origins of Granny Kirkanowsky.

Listening in, amidst the constant laughter, I quickly learned that DD has something of a cult following that grew around an alpha build released to the public years back and available free today, which led to it winning the IGF Award Winning for Game Design. Immediately, I downloaded it to take a look.

IN THE BEGINNING
The alpha turned out to be a crude version of the one MAN was playing. It looked very different — the hand-drawn art wasn't present, instead offering a more traditional pixel art style, and the entire progression mechanic was missing, so choosing a dungeon was as simple as selecting a race, class and difficulty.

Though I was watching MAN play a clearly superior version, I still felt entirely engaged playing the alpha due to the 'roguelike' nature of the gameplay. Every dungeon was different, and though my imminent demise was almost always a single click away, the ability to head straight back in, new knowledge in hand, to a completely new dungeon, maintained my interest throughout the entire night.

That's when I made my purchase, gained access to the browser-operated (sans-soundtrack) beta and began to compare.

NEW IS ALWAYS BETTER
After a brief serving of story and a short tutorial explaining the basics I was directed to my very own kingdom, a world map of sorts, comprised mostly of open space and human inhabited houses. After completing a dungeon, more buildings appeared. An elven habitat, a mage tower, a church...

I quickly realised that the original 'choose race, choose class, choose difficulty' menu featured in the alpha had been replaced here with progressive RPG elements via the kingdom, including a huge host of quests, and that unlike the alpha, races and classes here required an unlock before they could be used.

The game continued forward, revealing multiple new features. Gold could be collected from dungeons and kept afterward, and then used to purchase preparation items that could be used in future dungeon attempts, or saved to unlock new buildings in the kingdom.

Eventually, I was introduced to the tavern, which served as a hub allowing access to multiple dungeon types. It was here that the largest difference between the alpha and beta made their appearance — there's more than one dungeon type in the full version. A lot more.

DON'T ♥♥♥♥ OFF THE DEITIES
That's when things started getting tough, and it was at about that time that the full Steam release arrived, this one complete with Granny K's masterpiece soundtrack.

I was happy to learn that the progress I'd made in the beta was saved, and too, that even though I could now play the full release on Steam, I could continue to do so from my browser if I chose. Everything is saved online, so portable gaming is a legitimate option. A good thing, too, as Desktop Dungeons lends itself perfectly to quick gaming when you've only got 10 minutes to spare. Come on mobile version...

Where was I... oh, right. It's hard. Even the normal dungeons are hard. And the hard dungeons are a lot f@&ing harder. God only knows if there are even harder dungeons around the bend, but if there are, you'll likely need God's help to complete them. Well, at least one of the Gods, anyway.

Yes, yes... I know. Terrible segway, yada-yada. Gods are the key to victory in many of the dungeons, yet they're also a leading cause of death. The decision to adopt a deity is usually a hard one — on the one hand, they offer amazing buffs and bonuses that are generally the key to victory, on the other, they'll restrict you in various ways, punishing you severely for whatever they deem misconduct — though mastering their ways is essential.

THIS IS THE GAME THAT NEV-ER ENDS
That's where the other 'game mode' really helps: Puzzles. After unlocking the Explorer's Guild building in your kingdom you'll have access to a series of puzzles - dungeons that aren't generated randomly, but instead, have a single specific solution that you must discover in order to succeed.

They double as great ways to learn more information about the various items, weapons, spells, deities and conversion materials on offer, and though not everyone will need them, they're highly advised if you're having difficulty completing certain quests or dungeons.

And that's everything I know. Almost. I know that of the nine classes I've unlocked there are another nine to go. I know that of the four races I've unlocked there are another... actually I don't know how many more there are. One, at least. I found him once — a Halfling trapped in a dungeon within a dungeon who nicked my last potion— but failed and haven't seen him since. That's a lot of the fun in Desktop Dungeons; every dungeon is different, and you never know what you're going to get. If you like The Binding of Isaac, or Spelunky, or more appropriately, Rogue Legacy, which offers a similar style of 'progressive roguelike' gameplay, then there's a great chance you'll love Desktop Dungeons, too. It's as hard as the others — perhaps even harder in its own way — but if you're not one to shy from a challenge then there's a lot to enjoy.
投稿日: 2013年11月29日
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54 人中 47 人 (87%) がこのレビューが参考になったと投票しました
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A very interesting game that can be very difficult, but yet still enjoyable. From the screens and videos I wasn't sure this was a game I'd like, but I'm glad I tried it.

The difficulty is like FTL's, you get pummeled and you just want to keep trying until you succeed. There's quite a bit of diversity in the game with a ton of race-class options. Beyond the varying difficulty dungeon runs, there are additional challenges and quests. To top it all off, you get to build a little city for succeeding in your adventures, opening up even more options.

Dungeons seem to take 10-30 minutes to run, so you can play for short periods of time or long.
投稿日: 2013年11月11日
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44 人中 37 人 (84%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 1,528
33 件のレビュー
記録時間: 9.0 時間
Desktop Dungeons is exactly the type of indy game i like.
It starts simple enough with one dungeon and your lonely weak guard, but offers great complexity and variety.
Add to this the humour, which takes a stab at every rpg cliche, and the nearly unending replayability, DD makes the ideal mix of puzzle/strategy/rpg hybrid.

It also offers the possibility to just do a quick game and play one dungeon at a time, but can suck you as easily in and you can waste some hours with the "just the next quest" addiction.

The only thing i am missing would be a possibility to reuse your heroes, maybe in an advanced style, but that would beat the game mechanics..
投稿日: 2013年12月29日
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受賞リスト


IGF 2011 Winner - Excellence in Design


IndieCade 2011 Finalist