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:
Overall:
Very Positive (304 reviews) - 89% of the 304 user reviews for this game are positive.
Release Date: Dec 9, 2014

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Recent updates View all (34)

May 29

Adventure Maps! Patch 1.6

Adventure Maps

Adventure Maps are a new way to explore, adventure, and fill your bags with loot. Heroes of at least level 8 are likely to be set off on a series of events that will lead them to a trove of great and powerful secrets. Unravelling those secrets means exploring forgotten dungeons in the far corners of the land, places where enemy power roils and the standard rules don't always apply.

In terms of gameplay, Adventure Maps are new challenges that can be approached at the mid game but stay relevant even after you've reached max level. They are a dependable source for the various Enchantment scrolls heroes crave to power up their gear and refine their build. They also contain wild combinations of enemies, some of which would not normally show up in the locations they're spawning in.

Higher level Adventure Maps contain elemental enchantments, which offer up new and powerful loot, but also embue enemies with abilities they have no right to control. Be prepared for ridiculousness, such as Trigers calling down meteors of Starlight.

The Research Station at the Academy is where you can make use of the various special enchantment pieces and other items that drop during these adventures. Admittedly, the crafting options are a little threadbare, but the system will grow as players engage Adventure Maps and help determine what features would be the most interesting and fun down the road.

Take note: There are a couple of holes in this system, since it involved allowing nearly every monster in the game to scale up to an arbitrary level. You might see some weirdness -- a high level creature who attacks for hundreds on the regular the throws out a fireball that does 12 damage. I'll work on smoothing that out.

Leaderboards!

Five leaderboards have been added, these update automatically as you play.

Highest XP Normal/Ironmans
Farthest Adventure Map Clear Normal/Ironmans
Books Eaten

Note that these values apply to a single hero -- Highest XP means the highest experience ever accumulated by one of your heroes, not the sum total of all your Academy's deadmens.

I'll be upfront: players are going to cheat and give themselves high scores here. While I am taking steps to monitor and prevent this, I don't have the resources to build iron clad anti-cheat algorithims that dedicated cheaters will just destroy anyway. So while xXx=420~Seffirophths~420=xXx might take the global top spot with 9 trillion books eaten, you can still use the Friends feature of the leaderboards to see where you stand among your monster crushing comrades.

Lizardmans Pope

All Popes will drop one of three items in the Papal Lizardmans set, items that can roll with truly exceptional stats. The set consists of a hat, gloves, and a ring, meaning any armor build can wear them without losing access to their abilities. The items scale with the level of the defeated Pope -- Popes found at the bottom of high level Adventure Maps can drop some stunning gear.

Overworld Map Movement

It should be much harder to move through solid Mountains now. But nothing is impossible! In addition, you may find yourself in command of a power that makes mountains into trifling obstacles.

Fixes, Changes, Crap:

  • Numpad movement won't add letters to strings when you're trying to name something.
  • Some attacks that were delivering powers even when dodged or blocked have been fixed up. Take that, Warlord Harriers.
  • Melee Hit bonuses from Stremf and Skills adjusted up for Polearms and Wizard Staves
  • Bonuses to ranged damage from Skills and Foom have been increased. Note that these bonuses are less noticeable at low levels.
  • Fixed Teleportals having dumb spawn locations and all teleporting to the same area.
  • Erroneous +XP messages from no-xp monsters have been removed.
  • Using the Ranged Attack action with the mouse or keyboard will now launch a Bolt of Foom if you have a Wizard Staff equipped.
  • Creatures without names and inanimate objects shouldn't report death, resists, or status effects.
  • Ninja style enemies no longer cast Razor Fury all the time. Buuuut some of them have learned to throw Shurikens.
  • The Guilty curse now has a sound effect to go with the damage it deals to you on kill.
  • Fixed a bug with some particle effects breaking after the first time they played.
  • Monster armor and health has been scaled down at levels 16 and above.

One More Time:
Adventure Maps are a dependable source for the various Enchantment scrolls heroes crave to power up their gear and refine their build.

0 comments Read more

March 28

1.5.1 Bugfix Patch

1.5.1 Bugfix Patch

Here's a list of fixes and improvements with today's patch. These notes include last Tuesday's pre-patch.

Death Log / Final Report

When your hero dies, you'll have an opportunity to check the final messages in the combat log as well as your final gear loadout and stats. There's also a report that details what went down at the end and has some tips that may or may not help you in future tough situations. Feedback welcome!

New Overworld Map!

The Overworld map has been overhauled, with a cleaner presentation and the ability to toggle various settings, allowing you to see only the location types you're interested in. Again, feedback welcome!

Academy Faculty

Staff at the Academy, living or otherwise, should no longer overlap in the skills they teach. This only applies to new faculty, if you have current ones in the Academy they will be unchanged.

Fallen Castle Overgrowth

Trees that have the audacity to block off areas of a Fallen Castle map can now be terminated with extreme prejudice. You'll see.

Stuck Boss Mega Action Fury Bug

Some players are reporting situations where roadblock bosses don't die when they are killed, but instead stand still and don't act. If the player then leaves that area and returns, the monster goes completely nuts and takes 1000 actions to beat the player down. I have not been able to reproduce this locally! However, I've added some new checks and guards against this to prevent it from happening, we'll see if they work.

Endgame Boss Balance

Without getting into spoilers, there have been some changes made to make the fight a touch easier and less of a drag. The largest health pool boss has been reduced greatly (there was a bug giving him 5x health) and the life steal has been removed. Various important messages during the fight are now accompanied by a roar, screenshake, and BIG WORDS AT THE TOP OF THE SCREEN. Don't die.

Other Stuff

  • Tempo requires a 1h weapon in your main hand.
  • Wall jump crashed fixed, and the power no longer works in the overworld.
  • Max Verve bug finally fixed, no more 500 tile long Thunder strikes.
  • All dungeon types should properly spawn pyres for fallen heroes.
  • Bumping obstacles doesn't cost 100 AP.
  • Changing floors won't prevent resting on the first turn.
  • "There's danger nearby..." should no longer appear for failed rests.
  • Shield Block and Armor/Dodge compare now use their magic + values in the comparison.
  • Despair Many Foes crash fixed.
  • StuckCheck crash fixed.
  • Tried to fix FlatTileDistance -int.max crash.
  • Tried to fix tk_weapon_fling crash.
  • Tried to fix bee_valkyrie_rescue crash.
  • Fixed rare pathfinding crash.
  • Maybe possibly fixed a tooltip crash?
  • Running out of UI Frames won't throw an exception, but could still lead to crashes.
  • Fixed rare crash for creatures with charge attacks.
  • Finally fixed the roadblock ambush bug, where you always start in the middle of the map.
  • Champions or Ancient Kings don't get renamed if they kill you.
  • Unleashed Wizard Staves save and load correctly.
  • Gloves add spellpower correctly.
  • Dread Spire bosses don't just die on spawn anymore.
  • Item tossing and knockbacks should avoid clipped tiles -- If you are that person who had knocked Final Foom off the board with the Ghost Horse proc, I am so, so, so very sorry.

14 comments Read more

Reviews

“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.”
Kotaku

“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.”
RPGFan

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

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
    • Storage: 500 MB available space
Customer reviews Learn More
Overall:
Very Positive (304 reviews)
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