Dungeon of the Endless is a Rogue-Like Dungeon-Defense game, in which the player and their team of heroes must protect the generator of their crashed ship while exploring an ever-expanding dungeon, all while facing waves of monsters and special events as they try to find their way out...
用户评测: 特别好评 (2,560 篇评测)
发行日期: 2014年10月27日

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购买 Dungeon of the Endless - Pixel Pack

购买 Dungeon of the Endless - Crystal Pack

含有此游戏的游戏包

购买 Amplitude Endless Pack

Includes Endless Space - Emperor Edition, Endless Space - Disharmony DLC, Endless Legend - Emperor Edition, and Dungeon of the Endless - Crystal Pack.

购买 Dungeon of the Endless - Pixel Pack to Crystal Pack Upgrade

 

由鉴赏家推荐

"As brilliantly designed, challenging and cunning a package of ideas and aesthetic choices as anything I’ve seen this year. "
点击这里阅读完整评测。

最近更新 查看所有(48)

1月22日

[1.0.43] Hotfix

BUG FIXES

  • Fixed corrupted GUI when a hero dies in your team
  • Fixed an issue with the Armory and Sanitary Pod locked again for players

/// If you used the "-openGL" command on Steam (launch options) because you used to experience crashes/display issues, please remove it as the problem should now be resolved for specific configurations (but you might have to keep it if your issue isn't fixed when you remove it!).

~Amplitude

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1月20日

[1.0.40] Endless Day Update




On this day, Endless technology lights up and strange things appear in the ruins all across Auriga, and even throughout the galaxy as the Archivist, Esseb Tarosh, fulfils its duty.


RELEASE NOTES [1.0.40]

Improvements

  • Improved the multiplayer mode stability: optimisation of bandwidth usage to reduce impact of bad connections (high packet loss rate) on game sync and avoid disconnections
  • Optimised lighting system and memory usage: the game should perform better and experience less crashes
  • Improved auto-save feature: it is now functional if a crash occurs during the elevator phase
  • Improved our save system: players with save issues should be able to save their games in this version
  • Added a backup system between game versions: if there is an incompatibility between your save and a new version, your save will not be lost and you’ll just have to restart your current level
  • Added resolution mode options: pixel perfect, border (not stretched) and no border (stretched) modes
  • Improved tactical map transition
  • Added sound effects for the Pug hero, Ayairi Whairydd

Bug Fixes
  • Fixed some multiplayer issues (locking players in the lobby when the host is having connection problems and variable synchronisations amongst other things)
  • Fixed issues with our lighting system and DX11 compatibility
  • Fixed achievements that were wrongly unlocked after a save
  • Fixed keyboard shortcut issues on Mac (Note: there is a known issue in Unity (our game engine) with special characters on the numeric keys, which prevent some foreign users to use them to select heroes for example)
  • Fixed Autodoc Shards tooltip values

We changed some critical assets in this version and old saves will not be compatible with this version. The new backup system will restart your current level.


~Amplitude Studios

40 条评论 了解更多

评测

“There’s nothing to rank alongside it. Influences and borrowings be damned – it stands alone and is as brilliantly designed, challenging and cunning a package of ideas and aesthetic choices as anything I’ve seen this year.”
Wot I Think – Rock, Paper, Shotgun

“Don’t be fooled by the simplicity of its pixels: no individual element of Dungeon of the Endless is especially complicated, but together they form a fiendish and unforgiving challenge. If you’re willing to take that on then it makes it more than worthwhile, borrowing from several genres to create something that feels unique - as well as bursting with personality and smart choices.”
8.1/10 – IGN

“From its setting to its design and aesthetic, Dungeon of the Endless feels like a game built for me. It’s tough and unforgiving, but it’s also fair. Despite all the deaths I spent climbing through the dungeon’s floors, I slowly mastered the game. That’s a testament to the roguelike genre, and it’s why I like tangling with it so much.”
4.5/5 – Game Revolution

About the Game Packs

关于这款游戏


A few hundred condemned criminals were being shipped to the Auriga system on board the prison hulk “Success”. While this was presented as a chance to earn back their place in society by working hard for the common good, they understood that in fact they would be slave labour, sent to colonize an unexplored planet. All they knew about Auriga Prime was what the probes told them: it had water, temperate zones, plant life, and plenty of metals in the crust.


In fact, the planet Auriga once hosted a major settlement of the galaxy-travelling ancestors known as the Endless. In addition, the planet was still orbited by a functioning (and well cloaked) defensive system, which sprang eagerly to life upon the arrival of the Success. Within a few minutes, the ship was nothing but a few large chunks of metal falling toward the planet.


Every set of holding cells also functioned as an escape pod, so the ship let itself disintegrate and the surviving prisoners fell bruised but (temporarily) alive and (momentarily) safe to the planet below. Safe, that is, until they realized that they had crashed through some sort of facility of the Endless, down to a sub-basement so deep and ancient it might as well be called a dungeon…



Gather A Team.
  • Form a team of heroes, each with their own strengths (and psychoses)
  • Equip them, deploy them, and earn powerful abilities
  • Manage the balance between ex-prison inmates and guards
  • Experience four player coop and watch your back

Build Your Defenses.
  • Use the Dust you gather to power the rooms
  • Use scarce resources to help your team survive
  • Build minor and major modules to hold off waves of monsters
  • Decode Endless ruins to discover life-saving technologies

Open the Door.
  • Each door is a danger; prepare yourself and your team for anything
  • Explore and discover an infinity of levels and layouts
  • Carry your crystal through waves of monsters to the exit of each level
  • Fight your way to the surface to discover the truth about Auriga

系统需求

Windows
Mac OS X
    Minimum:
    • OS: Windows Vista / 7 / 8 / 8.1
    • Processor: 2.4 GHz Intel Core 2 Duo or equivalent
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 8600 GT or equivalent
    • DirectX: Version 9.0c
    • Hard Drive: 700 MB available space
    • Sound Card: DirectX 9 Compatible Audio
    • Additional Notes: Minimum Resolution: 1280 x 720
    Recommended:
    • OS: Windows Vista / 7 / 8 / 8.1
    • Processor: 3.3 GHz Intel Core i5 or equivalent
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 560 Ti or equivalent
    • DirectX: Version 9.0c
    • Hard Drive: 700 MB available space
    • Sound Card: DirectX 9 Compatible Audio
    • Additional Notes: Minimum Resolution: 1280 x 720
    Minimum:
    • OS: MAC OS X 10.8 or higher
    • Processor: 2.4 GHz Intel Core 2 Duo or equivalent
    • Memory: 2 GB RAM
    • Graphics: AMD Radeon HD 2600, NVidia GeForce 9400 or equivalent
    • Hard Drive: 700 MB available space
    • Additional Notes: Minimum Resolution: 1280 x 720
    Recommended:
    • OS: MAC OS X 10.8 or higher
    • Processor: 3.2 GHz Intel Core i3 or equivalent
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon HD 4670, NVidia GeForce GT 330 or equivalent
    • Hard Drive: 700 MB available space
    • Additional Notes: Minimum Resolution: 1280 x 720
有价值的用户评测
24 人中有 24 人(100%)觉得这篇评测有价值
93.2 小时(记录在案的)
发布于:2014年12月15日
很羞愧的说,我还没有打过 easy 模式的 Escape pod ,最多到 12 层就挂了。

总的来说,这是近两年我玩过的最好的 Roguelike 游戏,如果放宽一点说,也是最对我粘度最高的一款。很难想像,一个几乎没有成长积累,死了就要从零重新开始的游戏,可以粘住人一盘又一盘的从头开始。而且,玩了 70 个小时没有打过第一关(如果把 escape pod 看作第一个挑战的话)还一直说它的好话。正如游戏那简单的教程最后说的:还有很多可以教你的,不过只要你死的次数主够多,就都知道了。一点点探索游戏的玩法是最大的乐趣。

基本上这是标准的 Roguelike ,有人物成长、有科技升级、有不定期搜集到的装备、有随机迷宫、有突如其来的难题(解决不了就得从零来过)。它的创新点在于掺入了最近几年流行的塔防元素,想想百玩不腻的 Kingdom rush 就知道这是个很惹人喜爱的模式了。

DotE 给人的体验是每道门后的未知刺激,到了 8 层以后更加的明显。随机迷宫的布局真正增加了策略性,在 dust 有限的情况下,你如何布局你的英雄。同时你还得和自己的贪念做斗争:出口已经找到了,我要不要多开一道门?要不要把正在 Operator 的英雄拉过来参战?似乎这拨怪已经拦截住了,省一口 Food 吧?只有在英雄死掉后才追悔莫及。

可是,游戏又总给你留下点希望。有一次我开局不错,到了第 8 层四个英雄都升到了 9 级,工业科技食物攒了一大堆,结果贪心导致死了三个英雄。本来打算放弃的,但抱着试一试的想法,用一个英雄逃离了第 8 层,还在第 9 层还找到了 2 个新同伴。这种起死回生的体验真是非常棒。

----

说说我是怎么决定买这个游戏的吧。

那天我本来想下单买一个 95% 好评率的 Roguelike 游戏的。但在 steam 上买游戏前都习惯看看差评,打开差评页,赫然发现一个玩家玩了 130 小时还给了不推荐的建议,并洋洋洒洒写了一大篇。我很认真的看完了英文写的评测,觉得写得都挺到位。可是,你也不能太挑了啊,这不好那不好,这样能有你推荐的游戏么?顺着评测,我找到了同一作者给 DotE 写的好评记录。然后就毫不犹豫的下了单。

挑游戏真不容易。几个美刀只够吃顿饭,买下了游戏后投入进去的时间才是宝贵的啊。想想这 70 小时的快乐时光,感谢 DotE 。
这篇评测是否有价值? 有趣
21 人中有 21 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很有趣
15.1 小时(记录在案的)
发布于:1月13日
正如这游戏精短的教程一样,这是一款很快上手的游戏。

你操作英雄开门,每开一次门就是一回合,门后面可能有怪或者宝物,新房间如果有建塔的位置,利用手头的产能可以建产能塔、科研塔和食物塔,不建产能塔每回合产能+8,建一个花20产能变成每回合+11这样子(7回合才能回本……坑爹哪)。然后可以再建一些炮塔,作为协助。怪固定会在没灯的房间刷出来,一路走到你的水晶的位置,水晶被打爆就输了。

鼠标中键控制房间的电力,能点亮多少房间在当前回合是固定的,所以开新的门之前,先考虑一下哪些房间点亮哪些关掉,凡是没灯的房间开门后都会刷怪,(没灯的话,站个英雄那个房间好像也不刷怪,后期4个英雄可以分配来站黑房间)所以尽量让黑房间离水晶远点,这样一路有炮塔削弱,英雄也能及时回防。水晶被怪摸两下,影响电力哦,电力不足被迫灭灯的房间资源设备是不起作用的,而且怪数量也会增多。

当你找到出口后,是继续开门还是过关就根据英雄状况和地图情况来考虑咯,(一般如果一条路找到了出口,这条路上的相临房间都可以开,毕竟怪只从一条路杀过来,而这条路基本布防了,可以放心开门攒点资源和灯。如果很不幸的要分守2条道甚至3条道,那就会很痛苦,难免漏怪,水晶被摸,越开门越糟糕。)
如果准备逃离过关,要一个英雄回到水晶那里,点水晶有个图标,点击后英雄就会搬起来,然后尽快跑到出口,怪会从黑房间无尽地刷出来。

一般逃离时,使用速度最快的英雄抱水晶,如果有速度加成技能,应该在抱水晶前激活,否则抱起来就不能激活和攻击了,其他英雄沿路看护一下。另外,在逃离前灭掉多余的灯,到出口沿路的灯打开,铺好炮塔,并考虑快到出口的房间如果有接临的黑房间,也把它们点亮,把能用的灯都用在合理的地方,因为亮的房间不出怪,所以怪要走过来还需要点时间,逃命的时候多一点时间还是很重要的。还有就是……逃离前看看自己的食物,升完级食物没了的情况下逃离没得加血……比较危险。

如果后期感觉英雄多了,操作不过来,可以用空格暂停,尤其喜欢英雄分头行动的人,有可能一下子顾不过来。

产能用来建塔和激活一些设备,(房间开灯还是灭灯不浪费产能),科研值用来研究新炮塔,食物可以用来给英雄急救、升级、购买新的英雄等等。这些资源怎么合理利用才是最重要的,因为游戏的随机性,有时候留了一堆资源又碰不到商人就死掉了,有时候看到好东西了,没资源买,有时候你以为自己升级和装备都搞的很牛了,自信满满冲冲冲又死掉了。

上手之后,就会感觉到这游戏很有意思,游戏性很高,无尽的地牢,会吸引你不断地尝试,不断地找到新的乐趣。
这篇评测是否有价值? 有趣
5 人中有 5 人(100%)觉得这篇评测有价值
10.1 小时(记录在案的)
发布于:2014年11月1日
好评的TD+RPG,为了逃生一直往下跑啊跑啊跑啊。。。
这篇评测是否有价值? 有趣
4 人中有 4 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很有趣
17.5 小时(记录在案的)
发布于:2014年12月24日
单机部分很有挑战,很有乐趣

让你真正意义上体会三思而后行

怎样合理的搭配,用什么样的小队战术,最后是什么样的撤离路线,和怪物硬刚还是打巧、怎么给电可以更延缓怪物的速度。

全是知识,全是故事。

联机部分很糟糕,除非和本国玩家一起玩,由于网络是p2p模式,并且在开门之后的阶段要进行大量即时通讯,同时每个客户端依然进行了本地AI的位移
所以导致网络延迟高的时候,经常别人的door time都结束了,我这边小怪还狂K水晶呢。。。

网络部分要是处理完美,这应该是一款很耐玩的多人合作游戏:)

总体给个好评吧,回头还要找国内的玩家联机试试看!
这篇评测是否有价值? 有趣
3 人中有 3 人(100%)觉得这篇评测有价值
7.6 小时(记录在案的)
发布于:2014年9月19日
抢先体验时期的评测
the first NEO old school SQUAD BASED Adventure pixel art STRATEGY Roleplaying Roguelike-like Old School GAME !!!

这是宣传的原话

游戏不错
这篇评测是否有价值? 有趣
2 人中有 2 人(100%)觉得这篇评测有价值
57.2 小时(记录在案的)
发布于:1月11日
这是一款非常有意思的游戏,甚至都很难说清这是一款什么样的游戏。
总体来说,这应该算是一款用塔防来作为主要表现形式的,Roguelike类游戏吧。
我很早就买了,但是由于当时内容实在太少,因此也没怎么深入研究。
但自从这次新增了很多要素后,我大概玩了40+个小时,终于通关了。

就来说说感想和建议吧:

1.这游戏也太难了!Very Easy玩起来像Hard!Easy 玩起来像是Very Hard!还好到目前为止还没看到Normal和Hard,不然我都不知道该怎么玩!

2.好玩!非常好玩!一玩起来就上瘾,简直停不下来!

3.不要走极端的塔防流或英雄流,再多的防御塔也很容易被打掉,再厉害的英雄也很容易挂掉,尤其是后期英雄升级性价比会越来越低。要学会省时度势,在合理的地方部署合理的防御塔,放上合理的英雄,在合适的时间使用合适的技能,这很重要!

4.不要忽视任何一波怪物,实在不行就按暂停(空格键),千万不要逞能,也不要不舍得吃一口粮食回个血,游走在死亡线上是很危险的事情。

5.楼层越往下,Dust就越少,而且最后几层的房间很多都没有大插槽来给你生产资源,因此,在前期累积一定的资源非常重要。

恩,暂时就写到这里吧。




这篇评测是否有价值? 有趣
849 人中有 747 人(88%)觉得这篇评测有价值
有 13 人觉得这篇评测很有趣
55.8 小时(记录在案的)
发布于:2014年11月26日
Dungeon of the Endless wears a leather jacket, has a greaser pompadour, and smokes cigarettes in the bathroom. Old Man Tower Defense catches him.

"You can't smoke in here," says Old Man Tower Defense. Dungeon of the Endless puts out his cigarette on the old man's face and steals his style.

"Get lost," says Dungeon of the Endless, and Old Man Tower Defense shuffles back to his room at the old genres' home.

4X Strategy Nerd is walking down the hall as Dungeon of the Endless walks out of the bathroom, smelling like bathroom soap and Camels. DotE shakes him down for his gameplay elements and stuffs him in a locker.

After school, DotE hangs out with his friend Ritchie "Rogue-Like" Valens.

"I wanna put a band together," says DotE.

"Yeah? Watcha thinkin?" says Ritchie.

"I got all these things I stole from people at school," says DotE.

Ritchie looks at these Tower Defense elements and these 4X strategy elements and wonders if it could work. He looks at DotE and sees that look in his face - if he could trick Principal RTS into eating fifteen cans of Spam to get people to believe in base-building and resource management again, he could do this.

"Yeah. Yeah," says Ritchie. "It'll take some thinking, but we could make this work."
这篇评测是否有价值? 有趣
151 人中有 146 人(97%)觉得这篇评测有价值
7.1 小时(记录在案的)
发布于:2014年11月5日
Firstly, a TL;DR for the lazy reader:
+ Great Art and Music
+ Great lore, for those interested in the Endless setting
+ Great design and interpretation of the rogue-like genre
+ For 10 bucks, you can enjoy at least a solid 6-10 hours of gameplay and potentially dozens more.
- The game’s mechanics may not be for you, read section “Game Mechanics” for more info.
- Multiplayer is underdeveloped and riddled with problems

Read More:
Dungeon of the Endless follows the lore of previous games by Amplitude Studios (Endless Space & Endless Legend) and presents it this time, in a “rogue-like” fashion. The objective is simple: Explore the dungeon, search the rooms and then get the dust crystal through swarms of aliens into the teleporter for the next floor. The mechanics of this game are somewhat profound and relatively unique, based on a turn-like system that dispenses new events after a door in the dungeon is opened. This isn’t to be mistaken with the fact that the game is very much in real-time, players will have to make very quick decisions on defensive relocations, retreats and emergency use of skills/medkits. I imagine the most convenient mechanics comparison to be drawn here is to that of Faster Than Light.

Game Mechanics:
The biggest design component of the game leads me to warn potential buyers to possible disappointment- heed my word. Suppose the main feature of rogue-likes that people enjoy is the risk: reward decisions one has to make. This is tied with the subsequent “snowballing” of a character’s strengths and the increasing challenges; item collections in Risk of Rain, Binding of Isaac. At first glance, Dungeon of the Endless may not meet these expectations, decisions to develop one’s character is often met with only simply a new ability or meagre stat boosts. This isn’t an inherent flaw in the design but rather, a choice made to cater to players having to combine all of the resources: Industry, to build modules for resources and defense, food for character development and medkits, sciences for researching better modules. A player that may only enjoy, say, the character development of a roguelike will be met with disappointment here as one cannot neglect the other aspects of the game in order to succeed- the very same reason why Amplitude has curbed the potential of characters clearing whole floors by themselves.

However, when said mechanics are utilised properly the game truly shines. Players will find themselves scrutinising their floor’s layout, optimising where to allocate power and resources, what resources are most required, whether or not to save resources for the next floor, if characters should be replaced by newfound possible companions, the list goes on. Decision making is the core component of the game that gives it drive, anticipation of resources desperately needed, whether it be dust or a replacement for a fallen companion will lead players into a game that forces them to make decisions. Make no mistake, the game is balls to the walls difficult and will not hesitate to stomp on your carefully knitted floor plans whenever it gets the chance. For this, I commend the developers in creating a relatively fresh balance of mechanics in a recently inflated genre of “rogue-likes”.

Multiplayer:
Multiplayer is also quite entertaining with gameplay identical to that of singleplayer except with one character per player. This leads to less micro-managing and a larger pool of resources, making the game easier only when players can cooperate properly and plan ahead together. The biggest complaint I have about this however, is the lack of a save-multiplayer feature, thus games can often stretch out for multiple hours and leave players exhausted or unwilling to continue. Furthermore, the lack of a host migration system means that if a host leaves the game—you’re screwed. Amplitude must address these features as they are critical to the quality of gameplay and I find myself only playing alone or with a friend instead of with other players.

Art & Music:
Other than that, the only noteworthy mention of the game is its further development of the Endless lore, which I am a particular fan of and DotE does not fail to impress, new characters and revelations about the world left me relatively keen on the story of the game. Furthermore, secret character interactions are revealed when specific combinations of characters are placed in a party, leading to a more interesting play through and for the eager player, experimentation with compositions. This lore is accompanied by a pixel art style that is of an impressive quality and the usual stature of music that amplitude has impressed me with so far. Though these are subjective and you in particular may not agree with me.

Final Judgement:
For the singleplayer experience alone, I recommend the game for its listed retail price. On sale, it’s a must-buy. Though multiplayer bogs the game’s overall quality down, Amplitude is known to respond very well to player criticisms and I am confident they will address these issues. Overall a fantastic little game. On my first playthrough, I fought hard to get the crystal to the elevator and in my rash attempt to escape, left my other party members behind to get eaten by aliens. Made me think “Would play again”- and I did, a lot.
这篇评测是否有价值? 有趣
136 人中有 128 人(94%)觉得这篇评测有价值
11.5 小时(记录在案的)
发布于:2014年12月13日
This is what modern roguelikes should be.

Before playing Dungeon of the Endless, I've played a HUGE host of roguelikes from Angband to Tales of Maj'Eyal to Cataclysm: Dark Days Ahead. If anything, these roguelikes have one thing in common - as you get more and more powerful, the game tries to match you with tougher challenges, even up to the point where the game simply is unfair. This is not necessarily a bad thing - it gives a sense of challenge and adventure with every playthrough.

Dungeon of the Endless, however, breaks from that mold. The concepts and challenges are simple: find the exit, bring the Crystal to the exit, defend the crystal carrier against waves of enemies. Compared to most roguelike, Dungeon of the Endless is relatively gimmick-free: there is one non-random gimmick about characters killing one another due to their relationship, which is incredibly frustrating but is easily avoided in your next playthrough (unlike unbeatable scenarios in FTL or some "trap" areas in Tales of Maj'Eyal). If you lose, it's not the fault of the game as it usually is in roguelikes - it's all yours. Maybe you didn't think about watching your carrier's back; maybe you neglected defending a certain chokepoint, leading to your party getting flanked and killed.

Since you know it's your mistake, you can determine what you did wrong and how you can prevent it next time. Not only is it a new game every single time, but you learn and refine your strategy, and you buckle down and see if you can make it to a deeper floor with your experience this time.

Dungeon of the Endless represents what a modern roguelike should aspire to be: a highly replayable game that provides a genuine, fair challenge that you can climb through and improve your skill in every playthrough.

10/10
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236 人中有 193 人(82%)觉得这篇评测有价值
26.5 小时(记录在案的)
发布于:2014年10月27日
Start the game
Die
Start the game again
1st floor complete, 2nd floor complete
Die
Start again
Level up heroes
Die
Look at strategy guids for help
Die
Finally get to the last floor and then
Die
Amazing game it doesnt get boring 10/10
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82 人中有 78 人(95%)觉得这篇评测有价值
26.0 小时(记录在案的)
发布于:2014年10月27日
I had a review for this before. But that was when it was in early access.

Now this is a review for the game now it has been released.

You should be buying this already. Hell, you should have already bought it.

Here's the deal. Do you like tower defence? Do you like roguelikes? Do you like dungeon crawling strategy type games? If the answer to all three is yes, then I can imagine your trepidation at hearing that this game combines all three, as I was nervous too. I mean there IS such a thing as too much of a good thing, and too many cooks spoil the broth, and sometimes many great things added together do not make an awesome thing...

But in this case you can lay your fears to rest. Dungeon of the Endless is an incredible game, so much fun, brutally difficult and very rewarding. It requires quick thinking, strategic planning, and a buttload of blind stupid balls-to-the-walls courage at times.

The BAD parts of this game is that the view is very zoomed in, and there are only two states to the view. Zoomed right the hell in, or zoomed right the hell out so it looks like a map screen. This DOES make things slightly awkward, especially if you have split your party to explore a particularly large dungeon, or if an attack comes from various areas of the map.

Secondly it's unforgivingly hard, even on "Too Easy" mode. The game lies. Too Easy is still brutally hard. You will lose party members. You will get two floors with a new team member unscathed, only to have them die suddenly and unexpectedly during the rush to get the crystal to the next floor before you can unlock him or her fully.

Thirdly the pixelly graphics may not appeal to some. To me, personally, they are amazing, I love them. They've got a lot of charm, BUT I recognise that it isn't always everyone's thing. It CAN also make combat extremely confusing. Granted you don't have to directly target any enemies, but it's still difficult to watch lots of things at once.

Finally the control system takes a little getting used to. It's simple enough to navitage everything via right clicks and left clicks and such but getting used to the UI and how it does equipping and everything is .... well it feels slightly counter-intuitive. An ability to click-drag items about would have been nice for example, and a quicker way to open/close inventory/stat panels too...


Now for the good stuff:

Music? Really nice. Not too epic, sadly, but not annoying at all, or obnoxiously loud and grating, nor does it overwhelm you. The devs know when to use what music and it's very apparent that in that aspect their sound design is definately on the ball.

Gameplay mechanics? rock solid. Resource management and building, turret defence/augmentation placement, power management and placement, the Risk/reward nature of opening just one door or many doors for the added XP/loot multiplier at the risk of being overrun by swarms of enemies, the various different types of enemies and their priority targets, the sheer volume of characters and skills and strengths... The pure joy of opening a door and finding a merchant or item box and being able to equip something awesome is amazing. Finding cool little things like Steles or Research Artefacts is also great fun.

Also this game has an amazing, rather dark sense of humour. Characters make quips as they traverse between levels and as they open certain doors, they talk to each other, they crack jokes... The item/skill/module descriptions as well are ALWAYS worth reading too for a good chuckle.

As for a game that's come through Early Access? Incredible results. It's come out so polished and refined, and so full of meat and bones that it's become an even greater game for all the feedback the fans gave it. This is well worth your money and absolutely a lot of fun.

Just be sure to prepare yourself for inevitable demise.
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93 人中有 79 人(85%)觉得这篇评测有价值
25.5 小时(记录在案的)
发布于:2014年10月27日
Possibly one of the most well put-together and replayable games I have ever seen. Even though I've never beat it, I can keep trying without getting bored of it.
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76 人中有 66 人(87%)觉得这篇评测有价值
20.5 小时(记录在案的)
发布于:2014年11月23日
So many puppets, so many strings... And once we've lifted off, who cares if they figure out who was pulling them? No one on the ship will return to Mazen. Our future lies among the stars.

The Dungeon of the Endless
Dungeon of the Endless is a hard and unforgiving game. It teaches its gameplay mechanics by making you die a thousand times over. With each run you'll find yourself in a different situation, can't find the elevator exit, not enough dust to power another set of rooms, not enough industry to create much needed modules etc. It's an addictive game. Each playthrough has twelve floors, which get much and much harder with every floor.

So many puppets
A few hundred condemned criminals find themselves shipped on the prison ship "Success". Only for the ship to be shot by a nearby planets defensive system. A few escape pods flew off towards the planet, and crash deep inside an old facility of the Endless. The game has an roster of nineteen heroes, which are all very unique and fun to control. You start with two heroes and you can recruit two other random heroes you find deep inside the dungeon. With the big roster of heroes, you'll easily find a favorite. Each hero is balanced by his/her/its strength, defense, speed and DPS. The heroes are all set in three different factions: Prisoner, Crew or Native. This will also affect your group, heroes can have special conversations in the elevator rides in between the floors and they can have special buffs if heroes from the same factions are present in the room with each other.

So many strings
Dungeon of the Endless has rouge-lite elements like FTL and The Binding of Isaac, RPG elements with its leveling and skill system, and tower defence elements with the modules that you need to protect yourself with. It's a weird combination of genres, but it works so amazingly fine. As said before, it's an addictive game, you'll die many times because of its hard and unforgiving nature. But sometimes it feels unfair and based around luck. You could've made this floor easily if only you choose the upper path instead of the path to the left. This is what I think every time I die, but that gives it just a little bit more of that addictiveness.

Conclusion
Dungeon of the Endless is a true gem. A game that you see or hear little to nothing about on steam, but deserves so much more attention than that it gets. With a giant roster of great heroes, and a perfect mix of genres that you would've never suspected to even get mixed. The game can sometimes be based around luck a lot, making runs very unfair at times. That being said, Dungeon of the Endless is definitely worth your money. That is if you're up for a big challenge.

9/10
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82 人中有 69 人(84%)觉得这篇评测有价值
有 1 人觉得这篇评测很有趣
13.2 小时(记录在案的)
发布于:2014年12月18日
With the only starting difficulties being Easy and Too Easy you can also look stupid when you tell your friends that game is too hard on easy difficulty.
这篇评测是否有价值? 有趣
62 人中有 54 人(87%)觉得这篇评测有价值
52.1 小时(记录在案的)
发布于:2014年10月31日
Great combination of rogue-like and tower defense gameplay creating something very original along with a great art style. I would say that the game is amazing with one big caveat -- it's not balanced at the moment. The game's primary resource: Dust controls how many rooms you can have lit up or safe from enemy spawns. However getting the resource is entirely too random and it's the main game ender at the moment.

Not having enough dust will leave you with multiple rooms that will spawn enemies and there is no way for you to cope even with the best defenses or heroes in the game. Until the developers do something to fix the balance, Dungeon of the Endless is a great but frustrating game that has limited replayability because of it.
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38 人中有 36 人(95%)觉得这篇评测有价值
16.4 小时(记录在案的)
发布于:2014年11月24日
Dungeon of the Endless is unlike any other game. It is a top-down real-time tactical squad-based tower defense RPG roguelike, which does not make any sense as a concept. It is also, somehow, very fun and vey hard and gives all the feelings of reward and tension and loss that a well-designed roguelike game should. On top of that, Amplitude puts an exceptional level of polish and awesome UI design into this and all their other games, more so than almost any AAA or indie titles I've ever seen.

The game plays a lot like FTL on a dungeon layout rather than inside a ship - you command your units to a certain room or door and they'll set about doing whatever task they can, but it's also topped with an equipment, level-up, and skills system that gives layer of individual investment in your heroes similar to 2000-era Infinity Engine RPGs. Within every floor of the dungeon, you're also gathering and investing resources into a sort of base-building system, using build-nodes and a power grid to either auto-generate more resources or to actively help your heroes in defending rooms. It all takes a lot of getting used to, but once you get enough of a grasp on all the systems to work towards understanding them better, they come together in a really satisfying way.

The soundtrack is very FTL as well (perhaps too FTL-like, even), noticeable but not overbearing space-y background tracks that feel fitting for whatever situation you're in. There's a large amount of flavor text across equipment, research, hero dialog, and other things like that, and everything I've seen of it has been generally informative and often surprisingly funny. The humor isn't the overt RPG-parody style of something like Dungeons of Dredmor, but more simple and under-stated in a way that's appropriate to the style and setting.

The one complaint I have so far is that there seems to be no way to move multiple heroes as a unit, at least not that I've found. I very often want 2 or more heroes to stay together or all get into one room ASAP, but my instinct to use click-and-drag style group selection does not work. It's kind of flow-breaking to instead select people one by one and then issue each of them the exact same movement command, and it makes breaching new rooms as a group or falling back to a different position more cumbersome and take a bit longer than it should. A very minor interface gripe in an experience that has otherwise been awesome. (**EDIT: Nevermind most of this paragraph - there is a way to set groups and quick-select those groups. But I still think click-and-drag selection would be the ideal.**)

Bottom-line short-form summary: This game is fun, and I have never played anything like it and maybe never will again. I'm not capable of recommending anything more highly than that.
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37 人中有 34 人(92%)觉得这篇评测有价值
17.5 小时(记录在案的)
发布于:2014年10月31日
Dungeon of the Endless (DoTE) is a strange mix of genres that works surpisingly well. Part tower defence, part squad management and part roguelike.

DoTE presents an interesting dilemma for the player; should I open this door? Ever door you open has the chance to make your escape to the next floor harder. Every room you don't run power too, and very rarely will you have enough power for every room, has a chance to spawn hordes of aleins who want you dead. You can slow their assault by building towers in powered rooms. You must also choose which resources to generate so you can afford more towers, tower upgrades or character levels. Everything in DoTE comes down to a simple choice: how hard do I want to make this for myself? All of this, with a helping of humour and increasing difficulty results in very rewarding risk/reward gameplay.

There is a wealth of characters in DoTE, all with their own strengths and weaknesses. Their combined flavour texts makes for an interesting narrative and the various interactions between the characters in the post level screen is a very nice touch and makes the world feel alive. You will rectuit additional squad members the deeping you dive into the dungeon, but you will have to decide who to sacrafice in order to create room for them as you can onyl have 4 squad members. Even unlocking new characters for future playthroughs has a risk/reward aspect to it as you must dive at least 3 floors into the dungeon with your new compainion before they are available to you for other playthroughs.

The only downsides to DoTE are in the multiplayer. At the time of writing this here are my issues:

You cannot create private multiplayer matches. This has resulted in me kicking many people (sorry!) when I only wanted to play with a friend.

You cannot trade items between player's characters outside of selling the items to the shop keeper and having them buy them.

The game tends to drop connections often and you cannot rejoin a game which effectively ends it.

You cannot save your progress in a multiplayer game and a game of DoTE can take a few hours so make sure you have nothing else you need to do before you start a game up.

I hope that the devs iron out the technical issues so that multiplayer can be a more enjoyable experience.

In conclusion, I would highly reccomend this game despite its flaws in multiplayer. If you like rogue-likes and tower defence games you should definitely try this one out. It is a steal at only $14 (CAD) and some of the most fun I have had with a game in recent memory!

TL;DR: Rogue-Like, Squad Management, Tower Defence. Very fun. Very cheap. Broken multiplayer. Go buy now.
这篇评测是否有价值? 有趣
41 人中有 36 人(88%)觉得这篇评测有价值
34.4 小时(记录在案的)
发布于:2014年10月26日
THIS GAME IS AMAZING! I went for 10 hours straight when i got it and still want more. I Got the founders pack because its actually fricken awesome. This game has so much replay value, Its very well thought out and gets pretty tough. The rpg element is just as awesome as the tower defence, it blends together perfectly. I wasnt even a fan of tower defence games that much but this game is just great. Once you start getting some items and a party of 4 it gets really fun. It has really cool music in it as well! 10/10 from me. Im also trying to think of bad things about it but I just cant! :D
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57 人中有 43 人(75%)觉得这篇评测有价值
128.8 小时(记录在案的)
发布于:2014年10月27日
I've been playing this rogue-like gem since Alpha, and there are only 3 things you need to know;

1) They listened to what the community wanted from day 1, and made changes
2) They'll continue to do it in future
3) Just buy it. It's worth every penny.
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38 人中有 31 人(82%)觉得这篇评测有价值
24.3 小时(记录在案的)
发布于:2014年11月12日
This game is great fun, but hosting multiplayer is hell, if you're buying this game to play with friends make sure your connection is the most stable thing ever. Small connection interuptions as well as steam matinence will end the game and theres no way to reconnect with your pals on the same level without them restarting, which with 2 hour + long games can be very frustrating. I hope the multiplayer gets polished because its the only thing tarnishing this otherwise amazing game
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