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 (155 reviews)
Release Date: 9 Dec, 2014

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Recommended By Curators

"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."
Read the full review here.

Recent updates View all (13)

23 December

Dungeonmans Release 1.02 Patch Notes

Mostly bug fixes, and some Academy improvements.

Academy Updates / Fixes
  • Armory crafting UI fixed up.
  • Blueprint costs adjusted, in most cases the tier of metal required has been lowered.
  • Museum dialogs cleaned up, new explanations added.
  • Ghost Professors may now teach you their skills at any time.
  • Piles of metal may be found that grant metal to the Armory in bulk.

Steal Stremf Nerf
Enemies now steal a flat 5 stremf the first time they use the power on you, and then 2 stremf with each additional cast. This also reduces the increase in power they receive from the theft.

Dungeon Cleared Status
All dungeon types should Clear properly now. Camps act like Roadblocks-- removed from the map when cleared, and respawning in new positions with a world re-roll or new hero spawn.

Combat Balance
  • Shield Rush now pins (but does not stun) enemy Bosses, Champions and Ancient Kings in addition to throwing them Off Balance.
  • On Highest Wind now does increased damage, based directly on Stremf and Foom.

Bug fixes
  • Enemy swap/shuffle powers don’t work under a Banner that prevents forced movement.
  • King of Battle correctly grants weapon proficiency.
  • On Highest Wind should no longer bugs out the camera.
  • Cosmic upgrading existing Cosmic items will actually use starshards now. Shame on you for exploiting this!
  • Champion / Ancient King of Thieves will really stop permanently stealing items now, probably.
  • Unique items and rings keep enchants on save/load.
  • Baron of Bones requires line of sight to the hero to spawn a Searing Bloodrager.
  • Marchioness Astromansers won't shield allies unless the hero is within about 10 tiles.

5 comments Read more

18 December

Dungeonmans Build 1.01 Patch Notes


Major Bug Fixes
  • Monsters that steal items or stats (like Stremf) will now correctly return those objects when killed, even if you left the area.
  • Stat-bearing rings now grant their stats.
  • Fixed certain Bleed, Melee and Ranged damage resistances not working.
  • Players should no longer get stuck in Wooden Barricades.
  • Items festooned in enchantments by greedy Dungeonmens will no longer cause the inventory to crash.
  • Many monsters with missing Monster Knowledge values have been fixed, allowing for their types to show in the Museum.

Cosmic Enchanted Items

Be advised that items are now limited to one Cosmic enchant.

Trying to spoil as little as possible here: having 4 or 5 of those stacked on every piece of gear made the game completely trivial. To adjust for this, the power of the Cosmic enchant has been increased. Attempting to enchant an item more than once with Cosmic power will instead increase the magic modifier of the item by one.

Bandits, Brigands, and Towers
  • Added three new enemy types: Duke of Distractions, Baron of Bones, and Marchioness Astromanser.
  • Tower difficulty now ranges from levels 8 to 13.
  • Bandit Kings are now level 13, and no longer appear earlier on as regular enemies.
  • Brigand Strongmens should be appearing more regularly, and Champions have the power to disarm you!
Towers have been well received for their unique style of play, big rewards, and cool Warlord encounters. However, they didn't quite scale well, to the point where Towers at level 11 or so became too easy, even when marked as "Legendary" depending on the location. This has been adjusted.

The new Bandit types will also appear in high level regular dungeons as well.

Balance Issues
  • Decoymens can only be summoned one at a time now, and once a Decoymans is killed, all monsters who saw that event get wise to your tricks and might not be fooled again.
  • Shield Rush no longer stuns Champions, Bosses or Ancient Kings, but instead throws them Off Balance for a round, weakening their attack damage.
  • Bannermans has an extra mastery point in Cartography, Southern Gentlemans loses one in Bows, bringing both classes to 5 points at start.

Other Bug Fixes
  • Mountain Scrobolds now bring rocks down on your head much faster.
  • Fixed Door Spikes occasionally having no health.
  • Fixed UI issue for Stellar Anvil.
  • Fixed issues where enemy Blinks would result in them being in two different places.
  • Fixed Tireless not always working for some stamina powers.
  • Crash on loading/saving a Temple Map under certain circumstances.
  • Fixed extra space between damage numbers and damage type in the combat log.
  • Fix for Blinged Reaper save crash.
  • Fixed occasional Detonate Deadpulse crash.
  • Fixed the look of some broken doors in the Mountain Fortress.

8 comments Read more

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

    Minimum:
    • OS: Windows 7, Windows Vista, Windows XP
    • DirectX: Version 9.0c
    • Hard Drive: 500 MB available space
Helpful customer reviews
3 of 3 people (100%) found this review helpful
86.7 hrs on record
Posted: 27 December
I really enjoy this game. It has the feeling of the old roguelikes that I used to play (such as Angband). There are a fw bugs in it, but nothing that makes the game unpalyable (that I've seen).
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3 of 3 people (100%) found this review helpful
21.9 hrs on record
Posted: 27 December
I've been playing this since early Alpha, and I have not found a more enjoyable old school roguelike that adds such engaging, silly graphics, a great sense of humor, and addictive gameplay.

At the time of this writing, I've put in about 40 hours - 21 or so on Steam, another 20 or so before adding it to my library.

Like any roguelike:
You will die.
You will learn.
You will get mad

Unlike many:
Each time you play, you build on your next character a bit.
You gain knowledge, items and research you can unlock with later characters.

Beyond that? It's a pretty straightforward nod to Rogue, Larn, NetHack, and many others. Just make sure you dig into the skill tree. There's more there than is first apparent.
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4 of 7 people (57%) found this review helpful
0.5 hrs on record
Posted: 23 December
Dungeonmans has the kind of style, soul, and wit that exemplifies everything great with video games. You'll smile, laugh out loud, furrow your brow, and furiously curse the evil powers that test you on your path to greatness. If you're in the mood for a well-polished and replayable experience, Dungeonmans is for you.
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90 of 97 people (93%) found this review helpful
89.8 hrs on record
Posted: 9 December
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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45 of 55 people (82%) found this review helpful
1.7 hrs on record
Posted: 9 December
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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23 of 26 people (88%) found this review helpful
53.5 hrs on record
Posted: 17 October
Early Access Review
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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40 of 56 people (71%) found this review helpful
81.9 hrs on record
Posted: 1 November
Early Access Review
Monologue:
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.

tl;dr

*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))

Summery:
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.

EDIT:

CURRENTLY *PARTIAL* CONTROLLER SUPPORT
@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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16 of 16 people (100%) found this review helpful
62.3 hrs on record
Posted: 9 December
Dungeonmans is a thoroughly enjoyable rogue like with several innovations that add depth to the genre. The Dungeonmans starter area known as The Academy is the main hub of these innovations. The Academy allows you to make subtle tweaks to your experience. For instance bringing artifacts back to the academy lets future Dungeonmans use stronger weapons and armor then would normally be available to a new graduate. There are several non-player characters at The Academy who can increase new graduate advantages with the riches that your last Dungeonmans gave their life for.

This game also has a fully realized class system using an intuitive point allocation system. You also have the freedom to build your own Dungeonmans instead of using a prebuilt starting class. You are allowed to mix and match between magic, melee, and ranged skills over your career. This game has soundtracks, sound effects, and sprite based art that helps to create captivating rogue like environments. The world of Dungeonmans is populated with towns and dungeons galore.

Dungeons have ominous soundtracks and gritty sprites, while the towns are depicted with cheerful music and colorful sprites. Towns provide another place to enhance your experience. Towns can be upgraded like The Academy to give you better shop items from the local merchants. The dungeons vary in size, design and difficulty. Besides being filled with monsters, dungeons can have traps, secret treasures, and ultimately end with a showdown with its powerful master.

The advantages of the Academy are completely voluntary. If you’re looking for a harsher challenge simply don't enhance The Academy and your new Dungeonmans will have no advantages when they start out. Even with the advantages that the Academy provides, you'll still find that the best equipped and experienced players will find challenges in Dungeonmans readily available. This game has provided me with many hours of entertainment. If you’re looking for a rogue like with something new to offer, but the difficulty the genre is known for then look no further. Dungeonmans is the game for you.
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16 of 20 people (80%) found this review helpful
148.2 hrs on record
Posted: 17 October
Early Access Review
Snarky, violent and in-between a Conan slash-em-up and a cartoony strategy, Dungeonmans has the potential to become one of the more remembered and loved roguelikes that have been gushing in the last few years.

You are a recent Dungeonman graduate, ready to face the dangers of the land and bring glory to your name and that of your Academy. To do so, you delve deep into the several dungeons, ruins, temples and other dens of danger waiting for you to make one wrong move.

In the vein of Dungeon Crawl Stone Soup, the game is turn-based, with the "You move, I move" style in that sort of game, but that simplicity gives way to the dozens of skills your enemies wield to make your job a bit more difficult: cryomancers summon deadly icenados to stop you dead on your tracks, Giant Carpenter Bees block your way with ramparts, and let us not forget the Dreaded Jabber-Snap... It's up to you and your inventory to sort these motley miscreants out, whether by sword, spell or scroll.

Leading these dangerous mobs are the Champions, souped-up, buffed-up monsters well capable of turning your Dungeonmans into Dungeonmash if you're not careful. Should you succeed in delaying your inevitable demise by killing them off, you are rewarded with Proofs of Stremf and Relics, oh so useful for upgrading your stats and your Academy. You read that right, the Academy: with each successful item return to the Headmaster, you are granted boosts and passive buffs to your Library, Alchemist, Blacksmith and Museum, giving future graduates a handy leverage against the dangers awaiting them.

Finally, there is the death system: when you die, and you will, your Dungeomans is dead and gone, with only a tombstone to remember him by. But fret not!: you did not die in vain. When exploring your previous place of death, future graduates may find the body and soul of the Dungeonmans, which grants you stat boosts and, were he powerful enough in his previous life, an artifact weapon, infused with the true Dungeonmans power.

As the game is, it might seem short in content at times (the developer admitted to the need for more unique weapons and mobs), but what is there is enough to leave us oogling at and begging for more. I heartily reccomend this game, if not for the sake of its quality, then for the value it brings to this generation of rogue-likes.
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10 of 11 people (91%) found this review helpful
143.5 hrs on record
Posted: 26 November
Early Access Review
Dungeonmans is a huge value buy. I'm over 100 hours in and it still provides new and interesting moments every time I play.

It's a rogue-like and that means challenging permadeath gameplay; however, the game also has the "Dungeonmans Academy" which provides limited permanence and can make the game more forgiving over time for less skilled players. The combat is highly tactical (all turn-based) and different combinations of enemies continue to provide unique challenges even after you're familiar with how to defeat each enemy individually. The main level cap is 15, which sounds low, but each level represents a significant bump in power and challenge.

Character advancement is simple, yet rewarding. Powers can be chosen freely without class restrictions, so you can have a wizard clad in full plate wielding a giant axe if you want. Some powers can only activate with certain gear equipped and a small handful of the most powerful abilities have to be "unlocked", but those restrictions all feel quite reasonable.

One aspect of this game that's hard to describe is the humor and the overall feel. As you well might gather from the title "Dungeonmans", the game doesn't take itself too seriously. Oddball monster varieties, subtle self-reflective mocking of RPG/adventure game tropes, and humorous flavor text are woven into nearly every piece of the game. It helps balance the seriousness of the gameplay, frequently giving you a reason to smile while playing. It's also nice that the humor is unimposing and unpresumptuous--it doesn't try too hard to make you laugh. It reminds me a lot of the feel of a tabletop D&D session with old friends--occasionally serious, sometimes laugh-out-loud funny, always enjoyable.

The game is highly replayable for a number of reasons. 1) You usually know exactly why you die when you die (needed to drink a healing potion 3 rounds ago, shouldn't have entered that large room at half health, etc). 2) Since the academy makes subsequent attempts incrementally easier, there is always the challenge to complete the game in fewer characters. 3) The randomly generated dungeons occasionally have hidden rooms with very challenging encounters (sometimes optional, sometimes not). On later playthroughs, you can keep it interesting by opting in to these big challenges. 4) There are enough rare/unique items that I still see new loot nearly every playthrough. 5) The developer has teased several types of end-game content which will likely be available once the game is out of early access.

The last thing I will say is that the developer has done an incredible job with the "early access" phase of this game. He is highly responsive to individual players, he openly shares progress, and regularly incorporates community feedback into the game development. He streams development on Twitch and releases updates regularly. That's exactly why a lot of gamers prefer indies over AAA publishers, so we need to make sure to show our appreciation for the ones who go out of their way to focus on community.

Summary
PROS
  • old school rogue-like challenge
  • high quality pixel art with a retro feel
  • both traditional keyboard and point-and-click input supported
  • awesome retro-RPG-inspired soundtrack by Zircon (of OCRemix renown)
  • great replayability
  • highly engaged, responsive indie developer

CONS
  • PC only
  • difficulty may be frustrating at first if you're new to rogue-likes
  • sprites are not fully animated (abilities are, but the sprites themselves remain static)
  • difficulty curve spikes at some levels and falls off at others (may be resolved with full game release)
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10 of 11 people (91%) found this review helpful
33.0 hrs on record
Posted: 10 December
Dungeonmans is a rougelike with a delightfully snarky sense of humor. As a recent graduate of Dungeonmans Academy, you are sent forth to make the world safe for ordinary townsfolk. You'll face dozens of dungeon-dwelling enemies, from strange and exotic creatures, to knights and wizards, and eventually come face to face with the Dread Purpleonians.

After picking from among some truly abysmal starting stats, your hero-to-be can select from among several pre-built classes, or mix and match masteries to create a customized monster-bashing powerhouse. Each of these classes has a very different style of play, allowing for different tactics. Whether you favor a Wizardmans, Necromanser, Rangermans, or Southern Gentlemans, you'll need to keep an eye on important resource pools like Health, Stamina, Foom, Ire, and Deadpulses to unleash powerful attacks or invoke defensive manuvers.

The overworld is persistent -- although you can generate a new world map at any time --but each dungeon or tower is randomly generated, as are the beasts and treasures within. Defeat Champions to collect Proofs of Strempf, trophies that allow you to enhance your hero's stats and boost those of future graduates as well. If your hero can fight his or her way back to the Academy, you can deposit these Proofs of Stremf along with books, equipment, and other trinkets that can be used by other Dungeonmans in the event of your untimely (and highly likely) demise.

I've played this game since its early beta days, and it's gotten better and more polished with each update and expansion. I've sent more than 30 adventurers to their deaths so far, and never had a single one make it beyond level 10, but their are always fresh faces back at the academy eager to test their mettle, and I keep coming back for more.

Someday I'll crush those Dread Purplonians. I won't let you down next time, Headmaster!
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11 of 13 people (85%) found this review helpful
30.8 hrs on record
Posted: 17 December
good gameplay, great humor, and amazingly fun.
stopped playing dragon age inquistition to play this.
Cassandra approves.
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12 of 15 people (80%) found this review helpful
75.1 hrs on record
Posted: 22 September
Early Access Review
Dungeonmans is an incredibly satisfying roguelike, in whose current incarnation bosses literally explode into piles of loot. The constant progression of the Academy means you actually eke out a little progress each playthrough, even when your character dies. The varied skills and satisfying ranged combat means there are quite a variety of valid play methods, while the 8-way movement/combat means it's important to think tactically to make sure you're not surrounded and pulped by a mass of enemies. Overall it's a terrific game, with a good balance of difficulty and progress reward to keep you coming back for more.
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13 of 17 people (76%) found this review helpful
2.2 hrs on record
Posted: 4 July
Early Access Review
As of v1.2a:
Classical rogue-like with a persistent large world. Sounds pretty cool, eh?
Well, it is pretty damn cool! Tons of items to loot, gear to equip, potions to drink and scrolls to use.
And, of course, tons of dungeons to explore. Plus, towns to trade in.
Add a grain of humor, nice music, old school pixel art - and you'll get the most enjoyable rogue-like that's been released in quite some time (in a year or so, I guess)

Gameplay and more in the video:
https://www.youtube.com/watch?v=gGAmF_MhmgQ
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13 of 17 people (76%) found this review helpful
33.8 hrs on record
Posted: 15 October
Early Access Review
This game is pretty freeking amazing and it excites me that it's still only early access as it means there's more to come!

It took me a couple of plays before i realised that the stat points you accumilated with previous characters stay with you through death, meaning you can allocate them to new characters right away, allowing you to skip a lot of the dungeons you've already defeated.
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11 of 14 people (79%) found this review helpful
171.0 hrs on record
Posted: 14 August
Early Access Review
Having played the Alpha the game has progressed significantly since it started 5 years ago.

Since the game is still early access expect some of the weak points and criticisms to be fixed in later releases.

The pre-alpha was released in 2009 and was very rough but was an original concept for Roguelikes that poked fun of the gentre well before "Dungeons of Dreadmor" was released.

Graphics
- Although the graphics are 2d they have a charm to them and Monsters and Boss monsters can be easily distinguished.
- Each Character class has a Male and Female icon although it would be nice to see more Fightermans Icons and not just the Barbarian archtype.

Characters
- The class name are not Roguelike Standard names which gives the game some style and charm. more classes have been hinted at for later releases.

Plot
- Like other Roguelikes there is not a given Big Quest, it's more explore and discover.

Magic
- Scroll system has humorous names for spells and potions. As usual drinking and reading unidentified scrolls and potions can have negative effects.
- Identified magically enhanced items are blue and identified cursed items are red. All unidentified equippable magically enhanced items are blue so be careful.

This game has both dungeons and towns to explore. You start at the Dungeonmans Academy where you can get basic training and upgrade later as you complete dungeons. The advantage of upgrading the Academy is that new characters star with better equipment and more knowledge.

This is a hard game don't expect your first character to survive the first dungeon, half the fun is trying out different characters and playstyles.

I recommend this for people who are tired of standard Roguelikjes and like homor in their games.
I've not given class , monster , item or skill names to avoid spoiling the fun.

Although the sound effects are fairly minimal the music is exceptional and very reminiscent of Tangerine Dream's 1980's period.

Expect me to update this review as the game is updated.
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10 of 13 people (77%) found this review helpful
16.1 hrs on record
Posted: 12 December
Alright, so let me just say first off that this is the best rouguelike I've payed for to date.

First lets examine how it shapes up as a roguelike, its got all the elements that I would consider defining for the genre. Turn based combat in a square tile grid, full keyboard controls, randomly generated loot and monsters, secret passages and a progression system[levelling up] for your character. Diverse and varied classes, albeit in my opinion there is a distinct lack of classes, which I would count as a negative but hopefully classes can be added later or modded in. It also has the characteristic difficulty, if it is slightly easier than most rougelikes but, if you're not careful you can find yourself out of your element and dead quite quickly.

What it lacks in the hardcore area it makes up for in the actual playability, graphical fidelity and clarity. While there are some elements of the UI I'm not super impressed with generally speaking its miles ahead in terms of accessability so - if you've been looking to get into the rouguelike genre I think this would be a good place to start. The only problem is that you will probably miss out on a lot of the genre related jokes but there is plenty of humour to be found here which is tucked away in descriptions and text which you only read once.

In terms of graphics its not amazing, but compared to others of the genre I feel its miles ahead, which a strong aestethic and good clarity you'll never be squinting at the screen trying to see if thats a goblin[g] or an arch wizard[Z].

The combat, in my opinion is very advanced for a game of the genre. It takes the basics of rouguelike principles and throws a few wrenches in the works. Time honoured tactics of hiding in doorways to funnel enemies in one by one work great. That is until you encounter more advanced monsters - who can fling you around the room, dash through you to surround you and knock you back either throwing you into a room filled with bomb throwing maniacs who are as much a danger to themselves as you or getting behind you turning your careful funnel into a two versus one. Additionally some monsters will spawn barricades and ice blocks to trap you in with their friends which keeps the combat frantic and yet the player must be deliberate and pray that the carpenter bee doesn't summon ANOTHER barricade in the way of the door lest the swarm of blue lizard men things do horrible things with their claws and spears to the heroes hasty behind.

Each class has a distinct playstyle, the gentleman AKA barbarian builds up fury when hit and can unlease it in a tantrum, giving them a lot of buffs to damage as would be expected. The Bannerman fights with a spear and favours being fairly immobile with lifesteal and ranged purity magic - though he can get a move on when he needs to, opting for a more mobile polearm and bow style or entrenching with a heavy shield and poleaxe to cut down multiple foes at a time. You'll be spoiled for choice as each class can be played in a variety of ways. Even the necromancer doesn't really use magic as you would expect, instead generating a resource from corpses that forms the basis of all their spells. Summon the undead to do your bidding or blow up a corpse potentially chaining through an entire infested room causing utter destruction and chaos. There are meaningful choices and paths to take for each class and I think this is one of the games biggest strengths.

As for the permanent buffs that can be obtained from adventuring and making it back to the Academy alive? They are, for the most part, fairly underwhelming and are more of a kickstart to your adventure allowing you to optionally identify some of the potions and scrolls in the game although - if you like to kick it old school you can and instead discover things as you go. To be fair though, as you progress later in the game some of the artifacts can be quite awesome. Even the stat gains you earn permanently seem to have diminishing returns meaning its hard to get to the point where every character will be utter ownage and its more of a long term slight boost with each run.

All things considered, this is a refreshing and interesting title in the rouguelike genre. Rouguelike players are notoriously new-game-ophobic as they're comfortable in their habits. This title makes some great efforts to shake things up and I think it has done so tremendously. My only real negative for recommending it is the price point, I'm not sure the game feels justified at the 15$ mark[15Euro for us europeans] but I have got nearly 3 times the entertainment time of a movie ticket for around the same price so I can't complain too much. I probably would have avoided this title at the 20$ mark, but at 15$ it less questionable. If you're not sold on this review but are interested I'd recommend picking it up on sale for anything around or under the 10$ mark. At the time of writing at least, with 7 hours in.
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7 of 8 people (88%) found this review helpful
60.2 hrs on record
Posted: 14 December
Very addicting game that combines an open world rpg and dungeon crawler with a rogue-like play style. Do you like old school rpg rogue style games? Then you should buy this game now before you regret not doing so earlier once you finally purchase it. You don't have to regret lost play time! If you too have suffered from GR (Gamers Regret), your not alone. Buy this game today and show the world your support in the fight against GR!
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8 of 10 people (80%) found this review helpful
23.8 hrs on record
Posted: 19 July
Early Access Review
I supported this game's kickstarter on the basis of a very strong pre-alpha demo, and since then, the game has continued to get better and better. This is a roguelike, but with an academy that is persistent between characters, that you can upgrade in a variety of ways in order in order to make the game slightly easier for each subsequent character (these improvements are all optional, so if you want to treat this as a more traditional/dangerous roguelike, you can).

The game includes several classes that you can play, but this is misleading, since every character can potentially learn every skill. The classes serve more as a good starting template for a particular play-style. You can also select the 'Adventuremans' class and build your own from scratch, if you prefer. Classes include Warriormans, Wizardmans, Rangermans, Necromans, Southern Gentlemans, and Bannermans (as well as the blank slate which is the Adventuremans).

Even though this is early access, it feels like a fully fleshed out game. The devs are VERY responsive to problems and active in the Steam forums. And there are more features coming in at a slow but steady pace (crafting, for example, isn't quite there yet, but it's on the horizon).

Even in its early access state, this is one of the best roguelike games currently available on Steam.
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7 of 9 people (78%) found this review helpful
40.3 hrs on record
Posted: 28 July
Early Access Review
Addictive roguelike with good mechanisms - difficulty level is set just right too - when you die, it's usually your fault for going too far with too weak skills or equipment!
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