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...
User reviews: Very Positive (2,188 reviews)
Release Date: Oct 27, 2014

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

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Recommended By Curators

"As brilliantly designed, challenging and cunning a package of ideas and aesthetic choices as anything I’ve seen this year. "
Read the full review here.

Recent updates View all (46)

December 19

Progress Report - MP, Crashes and Saves

Taken from the Dev Blog: http://forums.amplitude-studios.com/content.php?524-DotE-Progress-Report-MP-Crashes-and-Saves


"Hi guys,

You may have noticed that the updates have slightly slowed down now the game is officially out of Early Access, but as you already know, we are still working hard on the game and would like you to take a look at the ongoing improvements list:


Multiplayer

We understand your concerns/complaints on the state of the multiplayer and would like to reassure you. As we have stated in the past, even for Endless Space and Endless Legend, debugging and improving the multiplayer is a very tricky task. We can't release versions for you to try simply because an issue has been fixed while the rest is still pending (and consequently breaking the game).
We’ve been working hard with our QA team to reproduce the disconnections/lag issues some players have reported on our forums and identified the cause of most of these problems. We are currently still working on a solution that needs some code refactoring and a lot of tests to make sure it doesn’t break anything.
Once we improve the multiplayer stability, we will iterate on the cooperative requested features such as markers on the map, items sharing, etc.


Game crashes

Another subject we've been focusing our efforts on since the release are the game crashes occurring on some of your configurations. We know there's a memory leak problem with the game that causes most of those crashes.
It’s one of the most difficult problem to solve in software programming because it's very hard to track in the first place. We're continuously improving memory handling in our code but it’s a long process that needs a lot of tests.
We are planning to work in collaboration with Unity Technologies (our game engine developers) on the remaining leaks.


Saving problems

Some of you reported issues regarding the saving of their games and heroes/ships unlocks. We analysed the different cases and decided to implement a new save/profile file format to get rid of all those issues at once.
We also implemented game crash detection and auto saves at the beginning of each floor to have a backup checkpoint when you restart the game.


We are doing our best to release those fixes and improvements as soon as possible. Check out this updated list: [G2G] Amplitude's List of Community Feedback, made with your suggestions for both the singleplayer and multiplayer.


In the mean time, thank you all for your support and best wishes for the festive season!

Over and out, GFX47"

12 comments Read more

December 3

Contest Creation - Monster Edition [VOTE NOW]


Vote here: http://g2g.amplitude-studios.com/G2G-Votes2

Hi guys,

We've reached the final phase of the Creation Contest - Monster Edition for Dungeon of the Endless. It was simple: you create a monster and we add it in game. This contest was divided in two parts: in the first one (here), we asked you to submit ideas for the actual gameplay. We received 120+ submissions which once again surprised us, so thank you all for participating.




"Dust Anomaly" (codename) won with 538330 Points. Congratulations to TheMassive! He/she will receive a unique forum badge, their name in the credits, a t-shirt with the monster created at the end of this competition, and three copies of DotE to play co-op with friends (or pugs)!


Part 2 started last week (here)... This time we asked you to submit a background story and a visual that would represent this monster. We selected three ideas that you get to choose in this week's vote:







You can vote here: GAMES2GETHER.


Honourable mentions to:

  • Gaze Walker by FattyMcFattz
  • Withering Dustbag by Callil
  • Shattered Lord by melkathi
  • Dustvine by Rancor
  • Lab Maintenance Drone by melkathi
  • Endless Guardian by Toly
  • Shard of Memory by Thyh

Making a choice was tough as always but we liked your submissions a lot nonetheless. Good luck to our finalists!


~The Amplidudes

3 comments Read more

Reviews

“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

“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

“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

DUNGEON OF THE ENDLESS

About This Game

BACKGROUND STORY
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…

FEATURES... or "How to survive in an Endless dungeon"

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

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

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

System Requirements

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
Helpful customer reviews
717 of 817 people (88%) found this review helpful
48.2 hrs on record
Posted: November 26
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."
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49 of 52 people (94%) found this review helpful
11.5 hrs on record
Posted: December 13
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. There are no unexpected traps or portals (that I've seen yet); there are no gimmicks that destroy your Crystal or your characters without any warning. 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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93 of 149 people (62%) found this review helpful
4.6 hrs on record
Posted: December 11
OPEN THE DOOR
GET ON THE FLOOR
ALL YOUR HEROES DIED SO CRY SOME MORE
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20 of 22 people (91%) found this review helpful
45.0 hrs on record
Posted: November 29
If you don't feel like reading the entire things here's the summary:
As with any game, keep in mind that this may not be the right combination of elements for you. I'd say if you enjoy tower defense games, roguelike mechanics, science fiction settings, and a subtle sense of humour, there is a high probability that you will enjoy this one. If you get easily frustrated or like strategy based only on skill, without an element of luck, perhaps this is not the game for you.

Personally, I love this game. It has all the right ingredients for me, and it's quickly become a favourite. I can't praise it enough.

Good points:

+Solid design and game mechanics.
+Beautiful pixel art.
+Immersive soundtrack and sound effects.
+Great characters and subtle humour.
+Endless replayability. Every game is different, and every combination of heroes and items will make you rethink your approach.
+Good time versatility: you can either pick it up for half an hour or half a day. Though a complete run will require several hours to complete, once you know the game mechanics it's relatively easy to pick up a game partway through.
+Relatively frequent updates. In a time where far too many games get abandoned in Early Access stage, finding developers that actually listen to the players and release updates seems such a rarity!

Possible caveats:

-I have not tested the multiplayer

(The general consensus seems to be that it still needs some work. Same with some crashing issues. The developers seem to be aware and working on it.)

-Difficulty spike towards the later levels. Even the easiest settings can be very, very challenging. This may make the game feel unbalanced.
-On that same note, bear in mind that you require both skill and luck to win the game.

These points are not a problem for me, I've played old school roguelikes and this one feels pretty forgiving in comparison, but it may not be everyone's cup of tea. A bad combination of items, heroes or rooms, and your late game may become nearly impossible. A good one, and you can win with much less effort (though a certaion degree of skill is a must, and you will still be punished quite severely for acting foolishly or carelessly).

I do like that element of luck, and find that any frustration vanishes fairly quickly in the face of the next challenge (a rarity for me these days, as I don't have much free time and seem to have grown old and grumpy when it comes to frustrating games). I find luck a perk, rather, something that distinguishes this game from other roguelikes, and I think the immersion really helps, in my case.

-Some extra content is unlocked separately

I'm making a note of this because I've seen some nasty comments around. There is a special edition of the game (crystal pack) that unlocks an extra character and ship, but if you want the other extra character and ship you have to buy the special edition of Endless Legend, as well. I believe that the developers plan to later unlock this content, but are giving this option now for early supporters of their games, which I think is a fair strategy. I think this is much preferable to standard DLC, in any case. Your opinion may differ, so I think it is fair to give a warning.

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29 of 45 people (64%) found this review helpful
19.2 hrs on record
Posted: November 29
Just one more room... (10 hours later) crap.
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12 of 14 people (86%) found this review helpful
13.2 hrs on record
Posted: December 18
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.
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11 of 14 people (79%) found this review helpful
19.3 hrs on record
Posted: December 1
Fantastic game with some very very clever mechanics A mix of dungeon crawler, tower defence, rogue, rpg, and 4x. It sounds like a mess but works really well. It reminds me a lot of FTL, highly recommended.
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8 of 11 people (73%) found this review helpful
18.8 hrs on record
Posted: December 15
I died in 49 seconds in my first playthrough...... 10/10
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10 of 15 people (67%) found this review helpful
19.3 hrs on record
Posted: December 12
Another game from 'Endless' trilogy, combining dungeon crawler and tower defence this time. Stylish pixel graphics, nice humor and addictive gameplay. Totally loved it.
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5 of 6 people (83%) found this review helpful
42.4 hrs on record
Posted: December 8
This is a unique cross between tower defense, 4X, and rogue-like game.

You have 1 to 4 heroes that explore a random dungeon consisting of rooms separated by doors. Every time you open a door, monsters spawn in all the unlit areas of the dungeon and try to attack your heroes and reach your base. You can stop them by attacking with your heroes or building defenses.

After the wave of monsters is done, you are safe and may build or upgrade your structures. This phase plays a lot like a 4X game where you must manage food, research, and industry. Each room can a certain number of structures of various types, and some rooms contain existing structures.

Your heroes themselves level up and gain skills as they would in an RPG. Death is permanent and when all your heroes die, you must restart the game from scratch.

There is a huge amount of replayability here due to the random elements and number of ships and characters you can choose. A typical game can take 3-4 hours.

As with roguelikes this is fairly difficult game, particularly if you play it on the harder difficulty (there are two difficilties, mislabelled "easy" and "very easy"). If you enjoy difficult games, you should like this a lot.
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7 of 10 people (70%) found this review helpful
51.7 hrs on record
Posted: December 3
A turn-based tower defense-ish game that seems fairly easy on the surface but actually has a lot going on in terms of strategy and skill.

Pros:
- Lots of strategy and skill needed, especially as you progress to higher levels
- The random-ish maps mean you are always playing a new game, bad luck with dungeon composition will force you to make hard decisions.
- Unlocking characters and ships is fun and challenging
- Playing with friends can be a fun experience (good coop)
- Common, Uncommon, Rare, and Unique version of each item
- Characters play off each other so each team has it's own style and strategy

Cons:
- No save feature in multiplayer (Though this is supposedly getting addressed)
- Players can't share items in multiplayer.
- The UI can be a bit tricky for new players, not very intuative

Overall:
More to come...
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4 of 5 people (80%) found this review helpful
42.7 hrs on record
Posted: December 17
Terrific tower defense/RPG/dungeon crawler/rogue-like/strategy game set in a pixelated sci-fi universe. Tons to unlock and it's amazing how quickly minutes turn to hours with this one. One of few early access games to actually finish without any hiccups.
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4 of 5 people (80%) found this review helpful
70.9 hrs on record
Posted: December 17
First off, I highly recommend this game for anyone that is looking to kill some time. It's definitely worth the money. I bought this during early access, and am usually hesitant of buying unfinished titles, due to some scoundrel developers taking the money and running with it, leaving gamers with a half-finished product. But Amplitude has a very good track record of not only finishing what they started, but also continuing with support well after the title has been released. This game is no exception. Just when I thought the game was finished, I stopped playing for a bit. I came back to this a week ago, only to find they added a bunch more characters, and new options when starting a new game. So a big kudos to them for being a developer that really puts the work into their games.


Now on to the game.

It's simple, yet complex. Keep your guys alive, get out of the dungeon in one piece. But you can't just rush every level, or else you will skip out on collecting a lot of much needed resources and research opportunities. Opportunities you will desperately need later on. Open too many doors at once, or have a lot of unpowered rooms, and a swarm of enemies will come your way and end your game quick.

Since dungeons are randomly generated, and so are things like weapons/armor/item/artifact locations, there is an element of luck to it. But once you get the hang of it, you can make it through most playthroughs even with some bad luck.

There is quite a bit of lighthearted humour from the characters in-game, which is right up my alley. From a woman who thinks she's a spider, to an overcompensating midget with a huge sword. They all have their quirks. It's not so much a band of heroes, as it is a group of unlikely misfits. You might even recognize characters from other games, such as Samus Aran..... errrr... I mean Sara Namus...

The game plays a lot like a turn-based tower defense. First you decide how to set up your defenses and production, then you begin the action phase by opening a door. That's when it goes from "Okay, everything seems to be coming along fine, all hallways seem to be covered" to "CRAP! DON'T ATTACK THERE! THAT WAS MY FREAKING GENERATOR YOU JUST TRASHED YOU ♥♥♥♥♥!!!!"

All in all, as far as bang for your buck goes, I'd rate this title a 10/10. If you like cheesy humour and tower defense, don't hesitate to buy this game. You won't regret it.
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13 of 23 people (57%) found this review helpful
13.6 hrs on record
Posted: December 6
Really on the fence with this one, but even the aesthetic can't sway me. The art design has a lot of subtle elements in it that are really on point that you may not even notice unless you think to look for them. I really don't care for the mechanics, but I can appreciate the rest of it. I'm on the fence because the mechanics are a huge part of the game.

Intersting concept, and really cool aesthetic. I like the idea of the mixed game elements, being some kind of mixed RTS game with tower defense elements and the roguelike elements to give it that sense of enduring replayability.

However, the actual gameplay is... There are numbers, but there is almost no context for what the numbers mean. You do X DPS but what does that mean? What is defense?

You carry on just trying to assume these numbers mean what they mean, and you learn the basic mechanics of the game.

And then rules that you have come to understand from the game, as it has presented itself to you thus far, no longer apply.

And so you press on anyway because, ♥♥♥♥ it, it's a roguelike, this is par for the course, right?

And then you die because the situation you found yourself in is literally unwinnable. Open 6 doors and get no dust and have to defend your crystal from all 5 room spawns? Cannot possible recommend this game with luck based algorithms.
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35 of 66 people (53%) found this review helpful
25.7 hrs on record
Posted: November 27
Wow. I wish I had an option somewhere between yes and no. This is fun, but ultimately it is almost entirely ruled by a random number generator. I had a good time figuring out the mechanics, but after the fifth dungeon where I was only offered terrible upgrades (a mixture of hero oriented and tower oriented upgrades which did not play well together) and received almost no dust for opening doors in a highly branched and un-linear environement (thus being unable to reduce mob spawns or place defence effectively) I got pretty frustrated. I suppose that's the nature of "rogue-likes", but even Angband would allow you to regenerate a level if you got dealt total crap (assuming you could find an up staircase). In this game, if you get dealt awful it will follow you until you die (probably somewhere around level 6 or 7). It's the biggest failling of this game. Sometimes (frequently?) you will be handed a pile of steaming crap. In other rogue type games, part of the skillset is being able to recognize this and bailing appropriately. In this game, one bad level will follow you since your resource totals persist over levels, mobs get increasingly harder as you descend, and there is no going back to earlier levels if you had to bail due to terrible RNG. If there had been some option to redo a very unlucky level, I'd give this a yes. As it stands, your only option is to go deeper and there were many, many games where I knew I was done for well before I actually died. If the developers had offered some way to mitigate this, I would give this an unhesitanting thumbs up. Unfortunately, they didn't.
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22 of 41 people (54%) found this review helpful
17.8 hrs on record
Posted: December 12
I tried very hard to enjoy this
I bought it because it looked great and I got a FTL-y vibe and was interested in playing a more fleshed out tower defense game. However it has not grown on me after many hours.

-there is virtually no reward for defeating monsters, only a small chance to gain 1 dust which is not kept between floors. even the large special enemies in the last floors yield nothing at all. you have to spend science and/or food in combat and you risk damage to your structures/heroes, so combat quickly feels like an undesirable chore and even a risk that discourages exhaustive exploration later on.

-my first experience with the character story interactions was that the quick blue girl outright kills my fat rambo tank dude. This crippled my team in combat and the only thing I got from it was like +10% attack and -5% defense on the blue girl. I haven't seen any other interactions that are that bad, but the rewards are always something with almost no impact at all, which brings me to the next problem:

-everything is a drop in the bucket. leveling and equipping your team, improving structures and farming resources - all these things progress painfully slowly, the best you can hope for is to very slightly improve your crew on each floor and still break even on resources. only rarely do you get something satisfying like a new weapon or ability from a levelup that affects your game right away. everything else is just about very slowly accumulating tiny bonuses. they do add up eventually, but it takes hours to reach that point. Winning is slow, but losing is slower. when you lose something important like a character or resource structures, the game slows to a crawl. you'll have to spend more resources for cooldowns/heals in combat, you might lose structures, you might lose dust. much like the incremental progression, your defeat in this game will be excruciatingly drawn out - the more ♥♥♥♥ed you are the more ♥♥♥♥ed you get, you will scrape by with 2-3 characters and make it to the elevator but you know exactly that you have no chance to beat the game anymore. Genuine game overs don't happen because you will just throw the game and start over instead of wasting half an hour trying to get as far as possible.

-the tower defense aspect is very weak. there's only one turret available at the start, new ones must be researched with resources and cost 200-300% more to construct than the basic one. you will notice that it is not possible to "funnel" enemies the way I know I love to do in tower defense. if you get lucky with the layout you might be able to defend several paths to your core, but never all of them - the core itself cannot house any turrets, you would have to build turrets all around it which is just too expensive and not even reliable as they are quite weak and fragile when unattended (anything you build can be destroyed by enemies). overall turrets are expensive and unflexible, they will often be useless because half the enemies will use a path they don't cover.


TL; DR
combat is a chore, progression happens extremely slowly with barely noticeable unsatisfying increments, tower defense works out poorly due to the need to fight enemies in multiple rooms, setbacks like loss of a character or dust are a huge bummer you will not recover from and will snowball to kill you very slowly, RNG is mostly frustrating

these concepts and mechanics are the only things I have a problem with. the audio is ok, characters are cool, visuals are great. if you like spending hours slightly increasing and decreasing numbers, this game might be for you.
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3 of 4 people (75%) found this review helpful
32.0 hrs on record
Posted: December 15
Rock-solid rogue-like dungeon crawler with tower-defense element! I think a brief description of the game might be the best way to help you decide if it is for you:

In Dungeon of the Endless, your goal is to ultimately lead a band of unique characters out of a dungeon. To do so, you must open new doors in each floor to find the elevator that takes you to the next level. As a part of the game mechanic, the opening of each door counts as a turn. Similar to the beacon jumping in FTL, everything happens within the turn is executed in real-time.

The dungeon is dangerous and unforgiving place! Research and build towers to help you survive. Don't let the name fool you!! The dungeon itself is not endless; it only takes 3-4 hours to finish a successful run. However, finishing your first successful run can be a different story!! It took me more than 30 hour to get there, and I wish you better luck :-)
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3 of 4 people (75%) found this review helpful
35.5 hrs on record
Posted: December 17
I'll keep this short, if you like 4x, tower defense, rogue, or other topdown genres of the sort you will enjoy this game alot, and its defiently worth what its asking for. Any flaws have been too minor for me to notice because I've been having so much fun with the game. I have yet to try multiplayer so you'll have to look at another review for that. Would suggest to anyone who enjoys top down of any sort.
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1 of 1 people (100%) found this review helpful
6.8 hrs on record
Posted: December 21
Bought this early access, played 15 minutes and put it away, hoping that the release would be better. Hot diggity ♥♥♥♥, is it ever. 4x, tower defence, rpg, dungeon crawler, rogue like, and somehow, it works like a mother fudger. Most fun I have had since endless space.
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1 of 1 people (100%) found this review helpful
16.6 hrs on record
Posted: December 21
Decisions, decisions. Every one of which could put you in a slightly better position, dramatically worse position, or end your game completely.

DotE is a very unique experience that combines RPG-roguelike, tower defense, and resource management elementals into a single game - and somehow it manages to do so quite well. Every turn you have to weigh your options: Should you spend food to level up a team member? Should you hold on to it in case you need it for healing? Should you spend precious materials on defenses before you open the next door? Should you even open the next door at all? Maybe it's better to head for exit while things are relatively safe.. Research new defenses?.. Research better resource production? Maybe you should just hold on to those research points in case you happen to run across a merchant who uses them as currency.. Maybe you should head north.. maybe east.. Maybe you should cut the power to one room and risk monsters spawning there next turn in order to power another room and make that section safer.

This game is a constant struggle with choices.. and more often than not you don't know in advance which is the better option in the remote or even immediate future. But you'll have fun learning as you go and slowly ascending further and further up the levels with each game (Except for the ones where things just go horrible wrong - Which will probably be most of them)
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