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 (365 reviews) - 90% of the 365 user reviews for this game are positive.
Release Date: Dec 9, 2014

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy Dungeonmans

Buy Dungeonmans Champion Edition

Buy Dungeonmans Champion Edition

Includes the Dungeonmans Soundtrack and Dungeonmans Almanac, a combination art book and game guide.

Buy Dungeonmans - Champion Edition Upgrade

Upgrade your purchase of Dungeonmans to include the Dungeonmans Soundtrack and Dungeonmans Almanac, a combination art book and game guide.


Recent updates View all (31)

October 25, 2016

Wizard's Hollow Update is Live!

Full revamp of the Wizardmans class, a host of bug fixes, and a holiday event with brand new monsters, loot, and adventure!

The Tale of the Horseless Headsmans

A most unwelcome visitor is camping Academy grounds, and rumors of a new undead menace have made the rounds. Holiday adventure with tricks and treats, here for a limited time. New bosses, weapons, candy corn! I hope you like to rhyme.

Take note: The special encounters in this event are scaled to your active level, so whether you're 5 or 15 you should find the monsters appropriately strong and, if you persist through to the end, a weapon that is scaled to your level as well. Finishing the event at Level 15 will reward you with what might be the strongest base weapons in the game outside of one particularly menacing post-game piece of gear.

Wizardmans Class Refresh

The Wizardmans is one of the oldest Dungeonmans classes, with some of the earliest special powers that trace back to 2009. This class was in need of some serious love, and here's my best effort. Important changes have taken place, please read carefully.

  • Mana is used exclusively by Wizardmens now. No other class uses or generates mana.
  • Mana no longer recovers by default over time.
  • Bolt of Foom now generates mana when used.
  • Maximum mana is determined by number of points spent in the Wizardmans mastery.
Wizard Staff

A Wizard Staff is now a melee weapon. The staff attacks creatures adjacent to you and the target, or in all eight tiles around you depending on how many points you put into it. These extra attacks will never target enemies with dangerous status effects, such as damage reflection or counter attacks.

All Wizard Staffs are bound to a given element when dropped. This element determines your melee damage, the type of Bolt of Foom you cast, as well as other spell effects.

Nearly all Wizardmans powers are improved in some capacity if you have a Wizard Staff equipped.

Battlemage (new Passive): You can fight with a staff in one hand and 1H sword in the other.

Lava Lance: Now also sets the ground on fire. Don't stand in it.

Searing Ray: Equipping a staff allows you to bounce the ray one time.

Foom From The Skies (replaces Foomsplosion): Call down a meteor with elemental damage and effects based on the staff you have equipped. They can hurt you too, so be careful.

Conjure Ice Blocks: Equipping a staff now allows you to conjure a 3x3 section of blocks, potentially trapping a monster inside.

Rhombus of Rime: No longer damages, but instead freeze and debuffs the combat abilities of targets. Staff allows you to cast it at ranger.

Shardstorm (replaces Coldnado): Converts all your mana into shards of frozen foom that then fire, once per round, as Bolt of Foom casts.

Decoymans: Staff increases the duration of the Decoymans from 5 to 8 rounds.

Gift Exchange: Staff use reduces the duration of debuffs applied to the caster by 1 round.

Big Bamf: Staff use pulls all the targets in the splash radius into the tile that was Bamf'd away from.

Stat Potions

Potions of Stremf, Skills, Foom, and Science no longer drop. In their stead are Battle Potions, which give you powerful short term buffs that are more clear and controlled. You still want to pot up before big fights, but you can't buff Science to sick levels anymore.

Leser Champion's Potion renamed to Battle Potion: Champion.
Battle Potion: Ancient King added.

Potions of Beastly Battle I, II, III added to increase physical combat prowess.
Potions of Furious Fooming I, II, III added to increase elemental damage.
Armor Potion: Starskin has been added to complement Barkskin and Ironwood potions.

Other Power / Item Changes

  • Banners that restore health only do so if the hero is under 50% health.
  • There is only Winter has been balanced around hero melee damage. Still scales with science.
  • Rapier Wit now creates Strain.
  • Electrolyzed now gives +20% mana gains whenever mana is restored.
  • Salford's Solvent should now restore any default enchantments on an item. Test it out some trash legendaries before you try it on that Lord Samuel's Flame you keep under the mattress.

Enemy Changes
  • Ghosts scale a little bit better now, do strictly elemental damage, and have sound effects on hit.
  • Lizardmans Brutes now have melee attacks, that's probably been missing since... ship? Ugh.
  • The Brigand Assassin no longer disguises himself as a Bandit Shadow
  • Warlord Heralds summon a wider variety of allies to their side.
  • Halls of Champions also have a wider variety of possible monsters inside.
  • When a creature is killed it will no longer be able to counter attack.
  • High level Champions and Ancient Kings have a cap on their dodge values that should allow them to remain hittable.
  • New monster: Brigand Chemistress!

Combat Balance
  • Block and Parry now reduce the proper amount of damage. For reals. Really reals.
  • Blocked and Parried attacks show damage in a different color.
  • Medium Armor is playable again! Since Parry and Block both result in the character taking some damage, Dodge is now calculated first. This will result in high dodge characters getting hit less.
  • Fixed bug in elemental resists math that may have robbed some mid level characters of up to 3% of their resist scores!
  • Defensive Staffs are no longer 300% more powerful than intended.
  • Powers that generate stamina/mana on hit have been nerfed across the board.
  • Souldrinking Scrolls have had their dark and unknowable calculations correctly adjusted.
  • You can only counter attack once during enemy flurry attacks. You can still counter multiple enemies in a turn, and the back and forth counter-duels should still work.

11 comments Read more

September 23, 2016

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.

27 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

What Curators Say

31 Curators have reviewed this product. Click here to see them.
Customer reviews Learn More
Very Positive (365 reviews)
Review Type

Purchase Type


Display As:

(what is this?)
318 reviews match the filters above ( Very Positive)
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...