Crush monsters and get loots in the classic turn-based style of deep dungeons and high adventure! Grow the Dungeonmans Academy, a bastion of learning that expands as you play. Serious gameplay with a light-hearted atmosphere, combining the feel of history's great RPGs and dice-slinging adventures around the tabletop.
User reviews:
Very Positive (322 reviews) - 91% of the 322 user reviews for this game are positive.
Release Date: Dec 9, 2014

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Recent updates View all (30)

September 23

Wizardmans, Demon Truck, The Almanac, and you

Hey Dungeonfans,

Wizardmans Update

I'm working a new patch due late October (hopefully) that will focus on the Wizardmans. A full class update, with the goal of making the powers more useful and interesting, and making magic more varied. There will be new loot, new monsters, and bug fixes as well. I'd really like to fix up the Overworld Map, we'll see how that goes.

Demon Truck!

This Monday my latest game will go live on Steam: Demon Truck. A badass rig drives only for the glory of Satan as it races towards the Next Hell. Arcade action, and my own take on the Endless Runner genre. Ram down the throttle, blow everything up, collect all sorts of wacky powerups and shame your rivals on the Steam Leaderboards. Revenue from this project is going to help keep the lights on here at Adventurepro Games LLC, and I hope you'll support me in this. Even if you don't want to buy the game, you could certainly tell your friends and share it on social media.

Check the game out here:

Almanac Update

Work continues on the Almanac. How long have I been saying that? :( Well it's true, and I actually am considering just uploading some of the unedited Almanac text that I've got written already, in order to give players a taste. However, I do feel like I owe my loyal Dungeonfans something for picking up an incomplete CE, and here it is:

If you own the Dungeonmans Champion Edition, you also own Demon Truck

This applies to everyone with the CE as of 2pm pacific, 23 September 2016. Future sales won't get this, but hopefully there will be an Almanac for everyone soon.

I recognize that an arcade action immortal trucker won't jibe with every Dungeonfan out there, but I encourage you to give it a spin anyway. If you like Dungeonmans and want to see more adventure, supporting this game is one way of making that happen.

Thanks again for sticking with me over the years. Creating Dungeonmans is the realization of a long held dream, one I could not have achieved without you.

17 comments Read more

June 29

1.4.1 Bugfix and Balance Patch

Bugfixes and balance changes abound, driven by the fans visiting the Twitch stream. Happy Steam Sale to all of you!

Corrupted Save Management
Effort has been made to backup saves correctly, and in the case that a save file is totally screwed for some reason, instead of crashing the game will (unfortunately!) abandon the Academy. If this happens to you, I am very sorry, and you can email me if you'd like to have a boosted Academy created for you to start off in.

New Dungeon Rooms!
53 new Dungeon Rooms! Standard dungeons now have more variety in their generation, with new shapes alongside the familiar ones. This won't drastically change gameplay but instead spice up the old familiars.

Rumor Dungeons
Dungeons generated by rumor-slinging Innkeepers will no longer spawn on top of existing dungeons. Furthermore, the available dungeons have expanded to Towers, Swamps, Temples, Graveyards and Advanced Dungeons.

Mountain Fortress
It's shorter. Your adolations are appreciated in advance.

Character Generation Perks
Scrounger now generates more loot, and has a chance of generating loot that is higher level than the area you're in.
All Weather has been boosted to add and resist 30% Fire and Cold damage, up from 10%

Enchantments and Upgrades
Bolster/Fortify/Enstremfenize scrolls can no longer fail and be destroyed with no effect. If you try to enchant a weapon that's full up on enchantments (star rank + 1), then the scroll fails but is not destroyed.
Souldrinking Scrolls are also failure-free, but if you try to enchant a fully enchanted item you lose your Stremf and get stugatz.
Upgrade Hammers now add "Hammered" to the item info box. Because you all have the memory of goldfish.
Weapon Enchantments On High End Gear 4 and 5 star items now have a greater chance of rolling on the top end enchant table.
Golden Chests should scale loot to the highest tiers now.
???????? that hammer upgrade that has taunted you forever can now be found.

Science and Consumables
Science now properly increases the duration of any buff applied to yourself via consumable. It also increases the duration of damage over time effects applied to enemies. This increase is limited to 100% of the original duration.
Barkskin and Ironskin Potions have been buffed into meaningfulness. In addition to flat 10% damage reduction and damage per hit reductions, they now add extra armor equal to T3 and T4 Real Armor chest pieces.
Pin To Win holds enemies for one additional round.
Glorious Healing Potions, should you ever see one, will have a minimum Glory Rank of 1.

Block and Parry
Block and Parry had math errors in damage reduction. These have been fixed -- unfortunately this results in a nerf to Parry, but a buff to Large Shields.

Minor Balance Issues
High-end crypts now have even stronger bosses, and can drop the best Souldrinking scrolls.
Phoenix Wing Angelsniper and Arcturus Lancer have been buffed.
Vanguard of the Abyss got a sick buff, and the horses happen more often.

The Forces of Evil Get Swole
Warlord Sorceror has expanded his knowledge of Foom to include Cold Damage!
Warlords have 8x more health.
Mazzik has 5x more health and does actual damage now.
Dread Spire bosses have 4000 health each.
Final Foom has like 100x more health, deal with it.

Bug Fix Grab Bag
Bonehewn Dreadplate
  • Fixed occasional crash with Barons jumping near you.
  • Fixed Barons not dropping you as a target when charmed.
  • Fixed Barons sometimes not having brohearts over their heads.
  • Inns now show up properly.
  • Crashes involving other retirement issues have been fixed.
Other Fixes
  • Clicking on an item in the paper doll no longer causes it to Ninja Vanish.
  • New character powers are now slotted in the correct hotbar.
  • Items with dynamic names keep these names between saves.
  • Road encounters no longer corrupt the ground sprites when saved, loaded, saved again, and loaded once more.

15 comments Read more


“Dungeonmans is a proper roguelike, the kind filled with turn-based fighting, scrolls and horrible death... Knowing my next character will potentially level up faster and hit harder on his way just make me want to keep playing until I can trounce everything in sight.”

“I had such a good time with Dungeonmans that I found myself bumping games off of my top 5 list for 2014 in order to make room for its last-minute inclusion.”

“If I had actual time to play games, that's the kinda game I would love to spend time with.”

About This Game

Crush monsters and get loots in the classic turn-based style of deep dungeons and high adventure! Serious gameplay surrounded by a light-hearted atmosphere, designed to evoke the feel of history's great RPGs and dice-slinging adventures around the tabletop.

  • True roguelike adventure: turn-based, tough but fair, countless combat options.
  • More than 75 unique player abilities.
  • 12 different styles of Dungeons and Battlefields with more on the way.
  • Six class archetypes to mix and match.
  • 50+ enemies, including the fearsome Triger!
  • The Dungeonmans Academy, your home base that grows with each play.
  • A world-class soundtrack brimming with music straight from the era of RPG classics.

In an untamed wilderness, where civilization lives in the shadow of fearsome beasts and lawless villainy, the only light against the darkness are the courageous Dungeonmens! With cunning minds, mighty thews and iron wills, these great heroes and heroines are dedicated toward exploring the unknown, taming the wild, and crushing the fiercest of beasts.

Adventure begins at the Dungeonmans Academy, an ever-growing bastion of learning that expands and evolves based on the efforts of its graduates. As heroes return from their journeys burdened by giant piles of precious loot and ancient wisdom, the Academy grows and future graduates are able to take advantage of this knowledge, starting with a leg up on their quest to avenge the bold graduates who fell in previous battles.

The vast overworld teems with adventure! There are indeed dungeons deep and plentiful, but also dripping swamps, deathless crypts, huddled warrens, forest camps of bandits and highwaymen, ancient towers ruled by powerful despots, and even more terrible dangers waiting in the darkest shadows. A Dungeonmans rises to the challenge with a healthy mix of Skills and Masteries, fighting up close, at range, with steel and spell alike. Unfettered by "class restrictions", a Dungeonmans chooses the right tools for the battles ahead.

System Requirements

    • OS: Windows 7, Windows Vista, Windows XP
    • DirectX: Version 9.0c
    • Storage: 500 MB available space
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Very Positive (322 reviews)
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Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
43.7 hrs on record
Posted: September 19
A very enjoyable roguelike with some persistence across deaths/retirements. It's not overwhelming like some of the more hardcore roguelikes, but at the same time it isn't incredibly watered down either like some of the more mass-appeal games out there. I only had one instance of being insta-killed, but that was mostly from me not paying attention to certain buffs on mobs and all the other times I was killed was from me being too careless.
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2 of 3 people (67%) found this review helpful
3.1 hrs on record
Posted: September 6
Awesome game with 'funny' texts. Wish it was bit more serious so roleplayers like me can enjoy more. 8/10
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Most Helpful Reviews  Overall
135 of 147 people (92%) found this review helpful
1 person found this review funny
104.4 hrs on record
Posted: December 9, 2014
A long time ago when I was only young I played a Roguelike- This Roguelike was pretty much perfect in my eyes. It had a great mix between being challenging and being accessible. The name of this Roguelike was Castle of the Winds and it has long held a place in my heart as being the best of show out there for this genre. Now I think after many years Castle of the Winds has finally been toppled in my eyes.

Dungeonmans is the best Roguelike I have played in a long time- it has an easy to learn and use gameplay which is unforgivable the further out you go. The game captures everything that I loved about Castle of the Winds- the crisp but simple art, the spellbooks for learning new spells, the absurdity of monsters you find in the deep... Then it puts everything into overdrive. With Dungeonmans one of the most innovative features is the Academy which grows based on deeds, you don't simply pour money into this academy to make it better, you fill it with the blood and sweat of a ton of dead dungeonmans. As someone who always likes persistant strength options in Roguelikes, this is good, but what makes it better is the fact that all of the unlocked perks are optional to pick up. If the game is too easy for you, just don't pick up the perk at the start. No harm done. You will still do awesomely if you are skilled enough for the task.

The music of Dungeonmans is also pretty phenominal due to being the work of the great Zircon, a remix artist who makes the game come alive. The art is pretty standard, but the simplistic nature of it actually works well with what is trying to be achived. As you go deeper into the many dungeons you will find an increasingly powerful variety of loot capable of making you feel like a king- and if you die while carrying one of your favourite swords it is even possible to find the sword in a later playthrough in a more powerful form.

There is so much to unlock in this game too- you can find hidden skills, dungeons, artifacts of power and more based on how you play and what you do. I won't spoil them, but basically the game rewards you all the way in the best possible way. Overall- this game scratches many itches for me. The itch for a good Roguelike, the itch for constructing my own "x", the itch to find a game I can happily play for countless hours-

Full disclosure though- At the end of this I feel that I should say I was a kickstarter backer. While I don't belive my experience has been coloured by that fact, it is possible that some of my praise is the work of a Rosetinted Glasses look of someone who didn't want to have wasted their money. So please do take my review with that in mind,

EDIT: Also one slight warning- The game is best played with the numpad for movement so if you have a laptop which does not have one... keep that in mind. There is mouse control but it makes the game seem a lot more "slippery". Though, it should also be said numpad controls is just another reason why this game is rocking it CoTW style.
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102 of 113 people (90%) found this review helpful
45.8 hrs on record
Posted: May 28, 2014
I backed this game on Kickstarter many months ago and it has been one of the few games that hasn't disappointed me at all.
I'll start by saying this is my favourite game out there, literally.
I must have clocked in hundreds of hours since I backed this on Kickstarter last year and i've loved every moment of it.
I've always been a fan of traditional roguelikes, even those that use a ASCII style interface and though recently i've seen more and more games being released as roguelikes none of them really seemed to feel like them to me. That was until Dungeonmans. Dungeonmans is a roguelike in the purest sense made by someone who clearly loves the genre.

In Dungeonmans You start by picking from 4 random rolled stats (Stremf, Skills, Science and Foom) and then your class from many different classes. Each class starts with different player abilities which you can choose to level up as you play on through the game.
A key feature to me that makes it stand out is the fact that when you level up and choose new abilities you can choose any from the skill tree, even if that was not the class you chose to play in. Feel like running around with a shield as a Rangermans? Well, you're free to do so. Just...don't.
The game, like all roguelikes, has permadeath but that's not the end of your adventure. As you travel through the world and various dungeons you'll kill bosses and collect artifacts and books. Both of these things can be used to level up your 'Academy' which is where you, and all new-spawns will start. Upgrading the academy and bringing back artifacts unlocks things like 'all level 1 potions identified for every new Dungeonman you play with, so even though you lose your progress and level on your Dungeonman when you die, you don't feel like you're starting over entirely.

I've played games like Dungeons of Dredmoor, Rogue Legacy and other modern Rogue-likes and they are great but there is something about Dungeonmans that keeps me wanting to come back and die just once more.
And you will come back to it, over and over, and most likely die, over and over, but dying never felt this good before.
I should also mention that whilst I play keyboard-only, for those who aren't too comfortable with that there is an option to use your mouse aswell :)

There isn't too much else I can say about the game, the simplicity and beauty of it is in playing it for yourself. Now that the game is out of Early Access it's content rich and even more fun than before.
So if you want a modern yet honest-to-the-name rogue-like with tons of loot, enemies, a soundtrack that really makes you feel epic and dungeon after dungeons after dungeon then this is the game for you.

Just remember, as the developer says himself.
Don't. Get. Surrounded.
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56 of 59 people (95%) found this review helpful
2 people found this review funny
122.3 hrs on record
Posted: October 6, 2015
For a while now I've considered myself a fan of the rogue-like/rogue-lite genres. I've played more than a dozen of both the free and paid varieties over the years and I'm sure that number will only grow. Despite the breadth of the rogue-like/rogue-lite genres and the sheer variety of games and game mechanics contained in those terms, Dungeonmans is among my favorites. But to understand why I love this game, you first have to understand what it is not.

  • Dungeonmans is not a story-based experience in the slightest. If that's what you want, look elsewhere.
  • Dungeonmans is not the sort of rogue-like where starvation is a constant threat--there is no hunger mechanic whatsoever.
  • Dungeonmans is not a rogue-lite. You will not find the twin stick shooter chaos of Binding of Isaac. You will not find the platforming of Spelunky. You will not find the music-based gameplay of Crypt of the Necrodancer. You will not find the castlevania stylings of Rogue Legacy. All of those games are good, but they are not what you will find in Dungeonmans.

What you WILL find in Dungeonmans:
  • A skill system that rewards patience and emphasizes maneuvering above all else.
  • Several classes, from the conventional warrior/mage/archer archetypes to the less common like polearm specialists who can create area of effect zones to bolster their power/debuff their enemies and berserkers with a penchant for dressing with class and drinking tea.
  • The ability to ignore the preset classes and tinker with hybrid builds as you see fit. Wizard/necromancer? Done. Archer with plate armor? Fair enough. Some dude who picks and chooses from several classes at once and potentially sucks at all of them? Rather likely in the short term while you figure things out.
  • Dungeons to delve and monsters to slay, from slimes and evil wizards to pseudo-British bomb throwing anarchists.
  • A system of progression that allows you to build off the successes of previous characters through things like auto-identified potions and scrolls, better starting gear, or more stats to go around. Or, if you feel like it, none of that at all.
  • An overworld map teeming with dungeons to explore, towns to sell excess loot, and occasional bandit camps.
  • The roguelike staple of potentially cursed gear.
  • Hidden shops staffed entirely by talking bees.

It's not a perfect game, as no such game exists. The progression system inevitably bothers rogue-like purists, even though it can be almost entirely ignored or opted-out of. The game's sense of humor can and does rub some people the wrong way. The flexibility of the skill system can leave some players lost, or others annoyed that it isn't as complicated as say, Tales of Maj Eyal. Yet looked at strictly on its own merits, Dungeonmans is what many rogue-likes strive to be: a rewarding adventure where the risk of death comes primarily from player carelessness, where mechanics are simple enough to learn but deep enough to experiment with, and there are always more foes lying in wait to slay. Give it a shot.
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74 of 91 people (81%) found this review helpful
1.7 hrs on record
Posted: December 9, 2014
Underneath the silly, this is actually a pretty fun & well put together Roguelike (a REAL roguelike - not those games with permadeath and level generators that call themselves "roguelikes"), with enough unique features to keep it interesting. Its more than just running dungeons, you have your "Dungeonmans Academy" you need to bring things too to make it better, an overworld to explore, ect. Theres lots to do, many character class & traits choices. I havent played too much yet, but this looks like a Roguelike I'll have fun with.

The silly, however, is overpowering. Sometimes its amusing, but IMHO it beats you over the head a little too much. It may be funny if you're a teenage guy, I'm a 30-something chick, so I can't judge there. Still, theres lots of clever Roguelike humor for long-term rogue players.

It is out of E. A. but still seems a bit incomplete (the "help" button in options does nothing that I could see), there are gender options such as "beast" and "who cares" but the only images are of stereotypical fantasy males and females. Come on, if youre going to be silly, give us some funny icons to work with those genders!

The graphics are pixel tiles. They are colorful and cartoony and fit well with the style of the game. My one (minor) complaint is getting new weapons and armor does nothing to your tile. Like if you have the barbarian shirtless guy with the sword, he remains the shirtless guy with the sword even if youre wearing platemail and carrying an axe. Its kind of nitpicky, but Roguelikes have progressed from the days of "@", or even the tile systems of *Angband. I love games like Tales of Maj'Eyal, or Rogue's Tale where your tile changes depending on what you have equipped. It would be an asset here.

Overall though, this game is defintely worth taking a look at for Rogue fans. It has a lot of content and is something a little different.
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51 of 64 people (80%) found this review helpful
5.9 hrs on record
Early Access Review
Posted: May 28, 2014
I'm really enjoying it! Your Academy provides a great element of persistence in a game (and genre) with permadeath that makes it really appealing to me! Here's a video of my first look at the game...
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51 of 64 people (80%) found this review helpful
4 people found this review funny
119.2 hrs on record
Posted: April 16, 2015
This is a letter I just wrote to PC Gamer, they probably wont reply, but it reflects how I feel about dungeonmans:

Dear Tyler@pcgamer,

You guys ran an article a while back, giving a tip on an "in development" game called Dungeonmans. I had already been a kickstarter backer when you ran the article, but really didnt have too high of hopes for the game. I was on a kickstarter binge for a while there, and dungeonmans was kind of my long shot.

In the time since you ran that article, dungeonmans has released, along with a few of my other kickstarter backed games (at least EA builds).

These games include:
Massive Chalice
Road Redemption
Wasteland 2
Shovel Knight
Dreamfall Chapters
Elite Dangerous
Godus (bleh)
Star Citizen

I have spent far more hours in Dungeonmans, than any of those other games. Not saying I dont like the others, they are all (for the most part) great, but Dungeonmans is up there with Spelunky for me in the roguelike genre. It is currently my 9th most played game on Steam with a library of around 300 games. Obliviously most of those dont get much play time at all, but I do game every day (95% Counter Strike), and Dungeonmans keeps drawing me back, especially when I'm in game downtime (waiting for a team).

My whole point in all of this is that it would be really cool for you guys to run a review on this game sometime. I think its fully released now, its been quite polished for some time.

It kind of makes me sad that this game didnt make a top chart once, I keep looking for it to gain some love, but I just havent seen much press on it. Get one of your rogulike lovers on it, I would be surprised if they didnt like it. Seriously, the game is like crack.

I bought it for my friend who is also my main CS teammate, we talk dungeonmans builds all the time. I honestly havent even beat it yet, I'm not sure I've even gotten close.

Anyway, I probably sound like I work for dungeonmans at this point (I dont, as far as I know its made by a single person, maybe two), I honestly just feel like gamers need to play this one. Its truly a hidden gem.

Thanks for your time


So yes, Thumbs up
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29 of 35 people (83%) found this review helpful
53.7 hrs on record
Early Access Review
Posted: October 17, 2014
What is best in life?

I started playing this game around Early Access v1.2, with diminished expectations. It looked like a typical sprite-based permadeath fantasy roguelike-like, something I'm not the biggest fan of.

Appearances can be deceiving. Having logged many hours since, I find Dungeonmans rather unique. There are roguelike elements, yes, but also a plethora of accessible game design concepts from other genres, some of which have been unjustly abandoned for years, all stuffed into the trappings of a modern indie game.

Remember the simplistic visual charm of early turn-based PC RPGs, such as the SSI Gold Box D&D titles? Dungeonmans has that. How about the grand, synthesized orchestral scores of early Playstation JRPGs? That's here, too. Weaponry with dramatic prefixes and suffixes that denote their crazy powers? A wide variety of procedurally-generated dungeon styles? Humorous tongue-in-cheek dialogue and item descriptions? Skill trees? Potions galore?

Dungeonmans is both a parody and an homage to the best aspects of role-playing games over the past two decades, and a sort of fast-paced frustration-free approach to the roguelike model. Yes, each Dungeonmans (or gender-equal Lady Dungeonmans) gets but one life to live, but they leave behind a wide selection of enhancements for the next adventurer in line, some more difficult to retrieve than others. Defeat is quickly forgotten, vengeance is sworn, and progress resumes on the path to crush your enemies.

While all the post-mortem handouts make the game less punishing than the average roguelike, mistakes made in combat still lead to a swift death. However, once a player learns the effect of each skill, and how they interact with statistics and potion-based enhancements, progress is limited only by how aggressively you wish to press your luck. Bigger risks bring bigger rewards, and it feels pretty great to outsmart a party of high-level monsters, see them driven before you, then return triumphantly back to the Dungeonmans Academy with many Proofs of Stremf.

The numerous skill trees lead to many different but equally successful play styles, which keeps things fresh. Speedy players can blast through dungeons as a rampaging “Southern Gentlemans”, while methodical players can become a plodding pillar of death with “Sword & Board”. Understanding the abilities in each tree is essential when taking a Dungeonmans and the Academy to the highest level, and the truly skilled will leave behind only a few grave markers on the path to ultimate success.

The visual presentation is a good fit with the gameplay, with colorful sprites and environments hearkening back to the pixel art of the 1990s. The avatar selection for the player is limited but memorable, with a range of exaggerated, comical designs to choose from. Distinct sound effects make in-game events easy to identify, and Zircon's soundtrack is fantastic, especially for fans of Hitoshi Sakimoto (Final Fantasy Tactics, Vagrant Story).

So what's missing in Early Access, as of the current v1.6c build? Odds and ends, really. Some graphics are absent, or need to be reworked to better fit the style. There are loopholes to farm stat bonuses that haven't been closed. End game content is sparse. The highest tiers of weapons and armor aren't available. However, unlike other alphas, the game is stable and highly playable. You can create characters, kill monsters, hear the lamentations of their gender-neutral life partners, buy stuff, sell stuff, read books, burn books, slam bad guys, slam potions, and I have yet to get tired of any of it.

On top of all that, the creator of the game is extremely accessible. Jim hosts bi-weekly live development streams, where soon-to-be-released content is tweaked before an audience. He checks social media and forums regularly, and I haven't seen a question or suggestion go unanswered. This is about as active and transparent as Early Access gets, and may very well be the best part about Dungeonmans.

If you're looking for a pure unforgiving RNG-heavy dungeon-crawling permadeath fix, look elsewhere. If you fancy genre mash-ups chock-full of swords, sorcery, sandals, monsters, monster blood, traps, digital die rolls, throwback charm, and use of the word "enstremfinize", then I highly recommend Dungeonmans.
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50 of 73 people (68%) found this review helpful
170.8 hrs on record
Early Access Review
Posted: November 1, 2014
Finally an ACTUAL rogue-like comes to steam, this game has funny sarcastic dialogue (not borderlands 2 memes-are-funny-so-lets-use-them-everywhere xDDDDD "funny") one of the big differences compared to the typical roguelike's are the persistant upgrades (think Rogue Legacy but instead of just having a menu showing your castle, you actually have a place to go look around in.) another amazing feature is the native support for controllers. You don't need a profile (xpadder) or anything, it's all fixed in-game. And it feels GREAT. Its not just him fixing keybinds and thats it, it actually plays different, left stick for direction, and you press "A" (?) to actually Move to that spot. I've played with controller since the start just because of how chill that was.


*Gameplay: Rogue-like (actual rogueLIKE (as in, Rogue, Dungeon Crawl (Stone Soup) but with tiles/graphic, not ascii))

*Controls: Keyboard or Controller (native support! really well done.)

*Overall it's "simpler" than ToME (Tales of Maj Eyal) in terms of race/class you won't have to use time setting things up (i.e setting up macros etc)

*World: Random gen (overworld, dungeons, towns, events etc)

*Character creation:
1) Name
2) Stats (it rolls 4-5(?) times and you can pick between those stats, you can not re-roll.))
3) Pick between classes (the class system is based on different skill trees, so you CAN essentially be all classes at once by leveling up and/or finding skill books (rare.))
4) Pick between character sprites (no character "customization" like choosing faces etc, also no paperdoll (items do not show on your character))

When you create your character, you spawn in the academy which acts as your "base" (technically it's not yours, it was founded by another hero) and later in-game (very very early on, like a minute.) you find things that lets you upgrade things in your academy, you can also find things that upgrade towns in the overworld.

There is so much depth in this game, especially with the academy. Saying anything else would spoil the surprises, and yes, there are plenty.


@Serge pointed out the fact that you can't play the game using JUST the controller (x360 etc);

However before release the game will most likely have full controller support.
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Recently Posted
7.0 hrs
Posted: September 25
This game is unfunny.

Not really - fun game great dev.

Some behind-the-game info here at a recent dev conference:
Helpful? Yes No Funny
32.7 hrs
Posted: September 16
This is a fresh restart on roguelike, and I like it a lot.
I've just played several fightermens and a rangermans, but it's already clear to me that it will take a very long time before I switch to other classes, I'm already having tons of fun.
It's straightforward, there are some kinks to read about and to get used to, but they're minor and after a short while give the game a special feeling.
What I don't like so much are the flat skill trees. Instead of a deep skill tree per class, you have a 6 or 9 skill tree (3 skills per line, 2 or 3 lines). As far as I can tell the idea behind this is that at some point you mix and match with skills of the other classes, which are weaker when played by a foreign class. I can't confirm this yet, but if it's the case then there's a lot of variety and combinations to try out.
I whish there were more avatars and gear would actually show on them.
Helpful? Yes No Funny
gr8stalin's mustache!
5.3 hrs
Posted: September 11
It looks great, but the gameplay's not great.

The art assets (graphics, sound) are great and most of the lines are pretty enjoyable and cheeky. The core roguelike gameplay is there, but the unique part of it sucks; progression shouldn't be measured by how OP your academy is but by how far you go based on your accumulated general knowledge like pretty much every other game in the "true roguelike" family. Mix this with the fact that if you follow the ONE guide that's been published for Dungeonmans on its community hub, you'll pretty much be set for the entire game.

When I die in $TraditionalRoguelike (ADOM, Tales of Maj'Eyal, Dungeons of Dredmor, etc), I learn how far I can push in any given direction with the build I'm running. When I die in Dungeonmans, it's a totally whatever moment if I'm skilling in the direction I want so the NEXT character can go until they drop.

Overall the game just rubs me the wrong way; it doesn't fit the "true roguelike" label because of how the academy works, it's pretty rigid build-wise, it's a boss-slaying simulator without an end goal (even one as simple as "defeat the lich overlord), and there's no hook that makes me want to keep playing.
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Major Wager
45.1 hrs
Posted: September 4
Never played roguelikes; I think I chose a good one. 10/10 would be eaten by Triger again.
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138.1 hrs
Posted: September 1
Fantastic rogue-like with a somewhat steep learning curve. I died 5 - 6 times as I learned the system, forgot to return to the academy multiple times, made zero progress after hours playing, and I loved every moment of it. This game is absolutely worth the money.
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278.2 hrs
Posted: August 19
awsom game much content much fun much deaths lol
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41.1 hrs
Posted: August 12
Just a blast - if you like roguelikes, just get it. If you think roguelikes are too hard, eventually dungeonmans will let you build up to being an unstoppable machine if you want. Or just start a new kingdom everytime if you want to die like a boss.

One hundred stars up.
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35.6 hrs
Posted: August 9
A fun game, but with many flaws. If the game would have been more polished I would recommend it. As is, I can't.

  • The progression system is great. Every play-through will earn you points that improve your next play-through.
  • When the going gets tough and you try to flee and have a near-death experience, the game is at its best.
  • The in-game (dungeon) map is great.
  • The levels are also a good size. Not too small and not too large (my opinion).
  • There is a fairly good variety of types of dungeons.

  • There is no proper manual. I've literally had to ask half a dozen questions on the forums to try and figure out how things work. The wiki is also completely useless. Even the most basic things are hidden and have to be guessed.
  • One-shot kills. Sometimes you encounter an enemy that one-shot kills you. Out of the blue. Hours of working on a character arbitrarily gone in 1 second. This has forced me to write a script to do save scumming to circumvent this totally unfair game mechanic.
  • One of the most important things in a loot game is item comparison. It is downright terrible here. There is no way to quickly compare items other then taking out a calculator and doing the math yourself.
  • The inventory system is very poor. There is no way to sort items. Also, different types of weapons and armor you can't even wear aren't separated. This makes sorting out a long list of loot needlessly time-consuming.
  • The world overview map is incredibly bad. It's a jumbled mess with random numbers and a POI list going off screen! It is completely unusable.
  • The world map itself is also terrible. Dungeons that are cleared partially obscure other dungeons. There is no easy way to see which level a dungeon is (you have to mouse over them one by one which is incredibly tedious). Trivially easy dungeons can be skipped and you get loot for them, but you need to click them one by one and the loot flies everywhere. This gets incredibly tedious when you need to clear 20 or 30 trivial dungeons at a time. Also, the loot is invisible because it is behind the dungeon icon.
  • There are many bugs and random crashes. Luckily, the game saves often so you generally don't lose too much progress.
  • Very laggy. Especially when you have a couple of summoned skeletons.
  • No real AI, all enemies walk straight towards you.
  • Poor path-finding (sometimes it literally doesn't work).
  • Navigation is annoying because of diagonal movement. I use the cursor keys to move and use the mouse to move diagonally. I generally just take some extra hits so I don't need to reach for the mouse to move diagonally. It totally takes the pacing out of the game. You can set keys for diagonal movement, but I find that very unwieldy.
  • The bonuses are incredibly obtuse. They are of the form "Sometimes causes <effect>". How much is that? 1%? 10%? Completely useless for determining whether it's a useful effect or not.
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