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 (305 reviews) - 92% of the 305 user reviews for this game are positive.
Release Date: Dec 9, 2014

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Recent updates View all (28)

June 2

Southern Gentlemans Update

The good ol' Southern Gentlemans has always been an outlier in the collection of various Dungeonmans classes. Designed as a fresh take on the Barbarian playstyle, the class provides large amounts of power for people willing to play recklessly and endure some randomness. Over the life of the game, there's been enough data collected and feedback generated to help paint a picture of how SG could be a more entertaining class to play.

The goal of this refresh is to make the various Southern Gentlemans masteries more useful as parts of other builds, as well as solidify the class to build a core strong enough to base a build around. Let's take a look!

New Class Features:

Rank: Just like the Psychomanser, Southern Gentlemans now has a ranking system. Each point you put in one of the three masteries will increase your rank by one. Your SG rank ties directly into two new class features listed below.

Ire and Irked: When you have 50 or more Ire, you are now Irked, and do additional damage in combat. This is a flat multiplier applied to all basic melee or ranged damage. The multiplier increases based on your SG rank.

Refreshing Beverages: Killing an enemy or damaging a Champion tier monster may result in a Refreshing Beverage falling onto the battlefield. These drinks immediately restore some health (Iced Tea) or stamina and mana (Mint Julep). The amount of resource restored is based on your SG rank.


Decorum now takes up one less button on the hotbar and is way more useful at shutting down powerful opponents, especially high-output melee enemies.

Rapier Wit: The bleed applied has been toughened up considerably and scales with Science.

Disarming Smile: This power is now a PASSIVE and adds a Despair effect to Rapier Wit. Check out Despair below.

Refreshments are Served: The heal has been improved slightly, but most importantly the visual effect has been made much clearer. Every counter attack provides a Refreshing Beverage visual.

Fire and Brimstone

These powers are now driven by Spellpower (and therefore, Foom) and have been made much less random in execution. Also, they no longer start tantrums, which will allow these powers a bit of depth that they were lacking before.

Blazing Vituperation: The F-Bombs now seek out enemies nearby and are no longer completely random. They also make an explosion on impact as well as continue to burn over a few rounds. The overall damage is about the same, but some of it has been moved forward into the explosion meaning that the F-Bombs can be used to kill an enemy before they get that last hit in. Also, the number of F-Bombs tossed increases with SG Rank. The cost has gone up to 20 Ire.

Icy Vitriol: This power no longer fires in a random direction but rather targets a nearby enemy and shoots a cone in that direction. Enemies hit by Icy Vitriol are Frozen in place and Scathed, reducing their damage output and increasing their damage taken. Take note, Icy Vitriol no longer deals damage. If you have to kill a pack of bees right-the-heck-now, this is the wrong power to use, but if you need to stall some foes while a power comes down off strain or to make a get away, this will help.]

Blasphemous Tirade: The damage has been improved slightly, but also scaled to work better with your stats. Survivors of the initial attack are knocked around at random. Be careful when shouting out words in a language you can barely comprehend, there could be trouble...

Sound and Fury

Unchanged. You either like chaining furious keybinds together or you don't. Remember, roaring in real life at the keyboard totally helps.

New Status Effect: Despair

This is a new debuff the player can put on to enemies, either through Rapier Wit + Disarming Smile or rare scrolls found in the mid to late game. Despair will strip an enemy of all buffs and shields, reduce their damage output, increase damage taken, and Addle them for a few rounds as well. The primary use of Despair is to have an ace in the hole against surprise Champions that your particular build might not be suited to handle.

Balances Changes / Bug Fixes

  • Protection From -Whatever- scrolls last for 30 rounds instead of 10.
  • The Academy Warchest now tosses loot into the world rather than just handing it to you.
  • AI attacks and reflected/tossed weapons now deprioritize inanimate objects.
  • Cleaned up input and text centering during the start of Ironmans mode.
  • 5th rank Mysterious Artifacts now show up at the Museum, starting with your next hero.
  • Volatile Liquidity only costs 1 Deadpulse now, really.
  • Lots of Hotbar fixes involving dragging items onto them. Less green squares, and (hopefully!) less swords being lost forever because you bound them to a key.
  • Sound effects added to a whole bunch of spells that were missing them, whoops.

8 comments Read more

May 3

1.4b Patch Notes

Thanks to everyone who jumped in during the Steam Anime Weekend event. The Orbs of the Seven Starred Dragonz have disappeared into cartoon mist, but they might return one day, who knows?

1.4b has a few bug fixes

  • Psychomanser's "Keep The Good" power no longer causes all status effects to go wonky.
  • Some situations where weapon bonus damage wasn't being added have been resolved

0 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
Customer reviews
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Very Positive (305 reviews)
Recently Posted
( 6.6 hrs on record )
Posted: June 22
Excellent game, thoroughly enjoyable.
Helpful? Yes No Funny
Steroids used to be a shitposter
( 168.2 hrs on record )
Posted: June 16
One of the best "pure roguelike" roguelikes on steam because most of the other ones are bad (see; ToME4, ADoM)
Has a nice easy mode for bad players and some pretty tough, visceral gameplay based around varied skills (so you're usually not just walking up and hitdudesing like in certain other RL).

Still, it's not the best roguelike when free, good ones like Crawl and DoomRL exist but it's good enough to get me 100+ hours so i'll leave it a fairly glowing review

Oh and yeah, it's pretty over-the-top in trying to be funny and sometimes succeeds.
Helpful? Yes No Funny
W of Wofawesome
( 34.3 hrs on record )
Posted: June 11
Most enjoyable rogue I've ever played. Great for Hardcore dungeon and dragons nerds. The humor is so great, it makes fun of itself so well that it surprises you when you start to realize how in depth the gameplay is.
Helpful? Yes No Funny
( 34.3 hrs on record )
Posted: May 31
This game ticks every box I have for a rogue-like.
Permanent death.
Loads and loads of loot.
Stats and more stats.
Save anytime, but only one save slot.
A user interface that my grand daughter could understand...if I had one.
Minimal pc graphical stutters here my friend.
Graphics that actually look good...if you are willing to accept that graphics can take second place to great gameplay.
Sound effects that have that certain "omph" when you expect it.
A level up graphic that actually makes you feel great!

And it ticks a box I did not even realise I characters death has an input in my next characters stats! other rogue game I play will now feel complete without this one feature. :(

It is definately one of the better games i have spent my money on.

Now if only the dev would port this to iOS........pleaseeee
Helpful? Yes No Funny
( 106.4 hrs on record )
Posted: May 29
This is what I had hoped Rogue Legacy would be. You can win with any given character (there is an achievement for winning with your first), but failing isn't too bad.

The main ways of improving future characters are getting to xp level 9 or higher (out of 15) and winning (and returning) stat increase items from powerful enemies. You gain 2 points to spend on stats, and all future characters gain one.

My only complaint is the abilities are all cooldown-based, but at least you can still use abilities on cooldown for an increased cost.
Helpful? Yes No Funny
( 44.6 hrs on record )
Posted: May 21
This game gave me quite a journey. I found it more fun than FTL but that's just my opinion. Choosing the proper skills and equipment that go well together is a key for survival and winning many a victorious battle. It also helps to have a lot of potions as back-up in case things get hairy, akthough near the end game you should have more potions than a bar has alcohol. Definitely will pick this up for my friends for over the holidays.
Helpful? Yes No Funny
( 53.4 hrs on record )
Posted: May 4
Incredibly fun game, one of my favorite roguelikes. Humor is similar to Dungeons of Dredmor, and the variety of classes and skills, as well as unlocking things on each playthrough kept me coming back again and again. This game deserves far more attention than it gets!
Helpful? Yes No Funny
( 4.0 hrs on record )
Posted: April 28
Gets dull quickly and most of the loot just seems pointless, even the rare bit of stuff for the university. You spend most of your time having no problem killing individual spawns but then suddenly a champion with about 6-8 other enemies spawns, pulls you towards it, the other block you in and you're ******.
They really need to fix the balence to either make it so that the spawn behavior is more stable, not ages of easy spawns then a sudden impossible one, or they need to remove the enemy's ability to pull you towards them so at least you can flee when that happens and come back later.

The game also desperately needs to make it easier for you to exit the dungeons without having to travel between the various stairwells. Even in the first release of Diablo they realized to make town portal scrolls as common as muck, how come this lesson escaped the creators of this game? Travel is borrrrringgggg!!!!

Unfortunately the 2 problem amplify one another since the risk of overpowered swarms means that you need a proper way to offload the loot, without this you lose a lot more progress when your character gets ganked.

I'd suggest giving Rogue Legacy a try instead, similar concept albeit a platformer/dungeon crawler instead of top-down dungeon crawler. it has a more stable difficulty within individual areas though the luck element to finding new blueprints to improve your character can get frustrating.
Helpful? Yes No Funny
( 2.3 hrs on record )
Posted: April 22
Great rougelike and dungeon crawler. Pick it up if you like puns n'stuff.
Helpful? Yes No Funny
( 75.7 hrs on record )
Posted: April 18
Fun game. Easy to play, lots of replayability.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
8 of 8 people (100%) found this review helpful
34.3 hrs on record
Posted: May 31
This game ticks every box I have for a rogue-like.
Permanent death.
Loads and loads of loot.
Stats and more stats.
Save anytime, but only one save slot.
A user interface that my grand daughter could understand...if I had one.
Minimal pc graphical stutters here my friend.
Graphics that actually look good...if you are willing to accept that graphics can take second place to great gameplay.
Sound effects that have that certain "omph" when you expect it.
A level up graphic that actually makes you feel great!

And it ticks a box I did not even realise I characters death has an input in my next characters stats! other rogue game I play will now feel complete without this one feature. :(

It is definately one of the better games i have spent my money on.

Now if only the dev would port this to iOS........pleaseeee
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
106.4 hrs on record
Posted: May 29
This is what I had hoped Rogue Legacy would be. You can win with any given character (there is an achievement for winning with your first), but failing isn't too bad.

The main ways of improving future characters are getting to xp level 9 or higher (out of 15) and winning (and returning) stat increase items from powerful enemies. You gain 2 points to spend on stats, and all future characters gain one.

My only complaint is the abilities are all cooldown-based, but at least you can still use abilities on cooldown for an increased cost.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
132 of 143 people (92%) found this review helpful
1 person found this review funny
104.2 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 112 people (91%) 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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53 of 55 people (96%) 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 89 people (83%) 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 62 people (82%) 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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49 of 60 people (82%) found this review helpful
4 people found this review funny
114.7 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 34 people (85%) 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 72 people (69%) 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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