Guild of Dungeoneering is a turn-based dungeon crawler with a twist: instead of controlling the hero you build the dungeon around him. Using cards drawn from your Guild decks you lay down rooms, monsters, traps and of course loot!
User reviews:
Recent:
Mostly Positive (21 reviews) - 71% of the 21 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (781 reviews) - 73% of the 781 user reviews for this game are positive.
Release Date: Jul 14, 2015

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Buy Guild of Dungeoneering Deluxe Edition

Includes the soundtrack and the Pirate's Cove expansion DLC

 

Recent updates View all (36)

July 21

Guild of Dungeoneering now out on mobile!

Hi everyone,

Happy to share that you can now pick up Guild of Dungeoneering for your iOS or Android phone or tablet!

iOS:
https://itunes.apple.com/us/app/apple-store/id1085272239?mt=8

Android:
https://play.google.com/store/apps/details?id=air.com.gambrinous.guildofdungeoneering

The mobile edition is priced at $3.99 (or equivalent), which I'm sure you'll agree makes it a very attractive proposition even if you already own it on Steam!

Not only that but we've decided on mobile there will be no IAPs for expansions. Instead we're just going to update the base game as we release them, and bump up the overall price for future buyers. So get in now and you'll essentially get the expansions free on mobile.

Mobile edition is the base game only right now, and we'll be adding Pirate's Cove to it in a while.

Now that mobile is out we can focus on desktop again, hooray! We are going to go back into finishing up Trophy Trial mode AND we have started designing a new expansion of the same size as Pirate's Cove. :D

Thanks again for all your support.
Colm Larkin

7 comments Read more

July 8

A one year anniversary present: Mobile Edition!

Well hasn't the last year just flown by!

Next Thursday July 14th 2016 will be exactly one year since we launched Guild of Dungeoneering here on Steam.

To celebrate we'll be launching the mobile version of the game for iOS and Android!

Woop woop!
Colm

Edit: I'm afraid something has come up which has forced us to delay the launch by ONE WEEK.

New launch date: Thursday July 21st!

17 comments Read more

Reviews

“When the game's immense charm and good-natured snark wears off, the challenge sets in.”
8/10 – GameSpot

“It is a true gem and simply deserves to be played.”
4.5/5 – We Got This Covered

“I can't overstate just how much fun I had with this game.”
8/10 – The Escapist

About This Game

Become the ultimate Dungeon Master as you bribe, entice and coax your heroes through their adventures on a quest to restore your guild to its ultimate glory!
Guild of Dungeoneering is a turn-based dungeon crawler with a twist: instead of controlling the hero you build the dungeon around him. Using cards drawn from your Guild decks, you lay down rooms, monsters, traps and of course loot! Meanwhile your hero is making his own decisions on where to go and what to fight. But will he be strong enough to take on the dungeon's overlord? In between dungeon runs you manage your Guild, building new rooms to attract new classes of adventurer and to expand your decks of cards with more powerful items and events.

Features
• Restore your guild to its former glory as Dungeon Master by taking control of your fledgling group of heroes and leading them to victory! (after admitting to a few defeats of course)

• Entice, coax and bribe your heroes to clear the dungeons you build by strategically placing rooms, monsters and loot from the cards you are dealt

• Get to know each of your hero’s personality and traits, upgrade your existing heroes, and add new heroes while you try out new strategies to keep from sending them to their doom!

• Manage your guild well and spend your hard earned ‘glory’ wisely to level up and unlock more rooms and equipment. Improving your guild means you’ll have a better chance at beating the harder dungeons as you progress and take down the ultimate dungeon overlord.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows XP SP3
    • Memory: 2 GB RAM
    • Storage: 750 MB available space
    Recommended:
    • OS: Windows 7 SP1
    • Memory: 4 GB RAM
    • Storage: 750 MB available space
    Minimum:
    • OS: OSX 10.7.5
    • Memory: 2 GB RAM
    • Storage: 750 MB available space
    Recommended:
    • OS: OSX 10.7.5
    • Memory: 4 GB RAM
    • Storage: 750 MB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Mostly Positive (21 reviews)
Overall:
Mostly Positive (781 reviews)
Recently Posted
Heimdalp
( 26.9 hrs on record )
Posted: July 25
I have finished the game after 26 hours of playtime (including the "Pirate's Cove" DLC. And I think that this is a wonderful game which, I have enjoyed every minute of it.

It is important to get some updates earlier in order not to get frustrated by too many defeats. However you can always do some grinding if that is not the case.

There are many classes and each of them have some unique cards and an ability that can be imitated by some of the cards. My favorites were Ranger and Mime in first tier, Ranger and Shape shifter in second tier, Troubador, Knight and Cartomancer in the last tier.

Although you can die many times before defeating the game and chance plays an important role, this is definitely a fun game.

Battle scars are the only thing for successful warriors to add some abilities like starting with extra life or a beneficial discipline in their next challenge. However, rarely they can also be harmful, like gaining "Stupidity" and all of them goes away if the warrior dies.

I believe I will play this game again after a couple of years, as it has become one of the classics of my collection.
Helpful? Yes No Funny
aviadr1
( 3.2 hrs on record )
Posted: July 13
funny? not really.
fun? not so much
casual boring game
Helpful? Yes No Funny
Shaydes
( 21.6 hrs on record )
Posted: July 10
Great Game at first. But once you get further into the game your options are basically limited. You chose a character to send in knowing they are going to die. Do this multiple times (read 100s) until you can afford an upgrade to your guild. BORING gameplay. NO replay value.
Helpful? Yes No Funny
Grognakh
( 16.1 hrs on record )
Posted: July 10
Great roguelite/dungeon crawler/card game mash-up despite RNG being frustrating sometimes.

Don't be sad or upset that your dungeoneers dies, new ones will replace them very quickly.





And it makes for a beautiful graveyard.
Helpful? Yes No Funny
Praetor2020
( 2.2 hrs on record )
Posted: July 7
I like the feeling and art of the game but the game was constantly punishing me for what felt like bad luck and became very frustrating. Maybe a better game for those that like to be challenged but I just couldn't care enough about it to push on when constantly going 2 steps forward and 3 back.
Helpful? Yes No Funny
EternalNewbie
( 21.5 hrs on record )
Posted: July 7
This is a game I often found myself turning to when I had 10 minutes to spare, whether waiting for dinner to cook or for a TV programme to start. The visual style is simple yet effective, the classes play sufficiently differently for people to find their preferred playstyle, and of course the chuckleworthy soundtrack is the star.

The card-based gameplay may be a little too random for some people - sometimes a dungeon run would be literally impossible because I just didn't draw the corridor cards I needed to reach the objective before the turn limit expired - but if that's not a concern to you, then I'd heartily recommend joining the Guild of Dungeoneering.

The Pirates Cove DLC adds some new cards and is fun, but not essential.
Helpful? Yes No Funny
lord songerinos
( 5.3 hrs on record )
Posted: July 5
Card based RPG. Really simple design that takes from multiple genres and systems and really ties it in together.

The core gameplay in combat revolves around picking out cards, however the deck is predefined by your character class, and what items they have equipped. For example, a magic class with have magic attacks, and by equipping physical based attack items you can hybrid types of attacks. There is two types of attacks, magic and physical. There's also blocking, and other effects (quick strike, unblockable, draw a card on hit etc) - but that's all the major combat complexity there is. A very streamlined and understandable system. Enemies will generally show you their next move, so you have to make a decision based on your hand pulled from your deck (enemies get first strike unless you have a card to do so) - a great design choice for empowering the player to make good decisions. A lot of the game revolves around RNG, and there is an element of rougelike (permadeath, randomised dungeons), however the dungeon objectives and some room tiles are the same.

Moving in the dungeon is a great use of the card like mechanic. From a hand of dungeon cards, you can pick up to three, place a room tile, enemy or gold. You do not control the hero, but instead lead it with the placement of gold (they like shiny things), enemies and rooms they can move into. Since your hand is random, each dungeon even in a replay feels very different. A player can optimise and plan a little ahead depending on what tiles they've placed before. This dungeon card system is a great way to put together dungeon crawling with card based mechanics, and really fun when you can plan ahead. The variation of dungeons, with bosses make some dungeons hard in the early game so providing a layout where you can grind low level mobs to get equipment is important - if you have the hand for it. Successful dungeon runs will give a permanent perk to the hero that completed - so keeping your heroes alive for the perks is a good idea.... if you can manage it.

Progression is in the form of building and upgrading your castle, which allows for new classes to choose into dungeons, buffs and droppable/equipable loot. Since the player will unlock all of these anyway, it's just smaller decisions for the player to progress through without penalties - there is an expectation that the graveyard will be full of heroes. Each dungeon the player goes, the character resets in level and items and will have to regear each time. At the end of a run, it is all converted to gold for the upgrades in your castle.

Really elegant in design, the music and bard dialogue frames the atmosphere, the aesthetics aren't too hardcore for a dungeon crawler and the UI and actions could be ported to mobile and gain a wider audience.
Helpful? Yes No Funny
ProbablyaBondVillain
( 7.0 hrs on record )
Posted: July 4
After having only played the game for a small period of time I can say that it's pretty enjoyable. Yes, you will die a lot at the start but, I found that once I was able to get to the second tier dungeoneers death becomes more rare. Additionally, once you find that you are surviving more often you will start to build up battle scars which provides either a blessing or a curse. You will at first go through heros like tissues but the game does become signfigantly more enjoyable once you find your way around the game. I would like to see them add a little bit more to the guild building function of the game and some more variations in the way that the quest system works, but overall I would reccomend this game to any card playing, dungeon-loving, consumer out there.
Helpful? Yes No Funny
Sinon
( 6.3 hrs on record )
Posted: July 4
I would not tell people about this game. I will start with the good parts. It has an amazing art style and great narration. Sadly this is all undermined by the repetitive gameplay.
Helpful? Yes No Funny
Cheshyr
( 4.6 hrs on record )
Posted: July 2
A charming Rogue-like "board game" with catchy tunes and a creepy narrator who takes far too much glee in my multiple, horrifying deaths. Recommended for board gamers and dungeoneers of all ages.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
6 of 6 people (100%) found this review helpful
Recommended
5.3 hrs on record
Posted: July 5
Card based RPG. Really simple design that takes from multiple genres and systems and really ties it in together.

The core gameplay in combat revolves around picking out cards, however the deck is predefined by your character class, and what items they have equipped. For example, a magic class with have magic attacks, and by equipping physical based attack items you can hybrid types of attacks. There is two types of attacks, magic and physical. There's also blocking, and other effects (quick strike, unblockable, draw a card on hit etc) - but that's all the major combat complexity there is. A very streamlined and understandable system. Enemies will generally show you their next move, so you have to make a decision based on your hand pulled from your deck (enemies get first strike unless you have a card to do so) - a great design choice for empowering the player to make good decisions. A lot of the game revolves around RNG, and there is an element of rougelike (permadeath, randomised dungeons), however the dungeon objectives and some room tiles are the same.

Moving in the dungeon is a great use of the card like mechanic. From a hand of dungeon cards, you can pick up to three, place a room tile, enemy or gold. You do not control the hero, but instead lead it with the placement of gold (they like shiny things), enemies and rooms they can move into. Since your hand is random, each dungeon even in a replay feels very different. A player can optimise and plan a little ahead depending on what tiles they've placed before. This dungeon card system is a great way to put together dungeon crawling with card based mechanics, and really fun when you can plan ahead. The variation of dungeons, with bosses make some dungeons hard in the early game so providing a layout where you can grind low level mobs to get equipment is important - if you have the hand for it. Successful dungeon runs will give a permanent perk to the hero that completed - so keeping your heroes alive for the perks is a good idea.... if you can manage it.

Progression is in the form of building and upgrading your castle, which allows for new classes to choose into dungeons, buffs and droppable/equipable loot. Since the player will unlock all of these anyway, it's just smaller decisions for the player to progress through without penalties - there is an expectation that the graveyard will be full of heroes. Each dungeon the player goes, the character resets in level and items and will have to regear each time. At the end of a run, it is all converted to gold for the upgrades in your castle.

Really elegant in design, the music and bard dialogue frames the atmosphere, the aesthetics aren't too hardcore for a dungeon crawler and the UI and actions could be ported to mobile and gain a wider audience.
Was this review helpful? Yes No Funny
5 of 5 people (100%) found this review helpful
Recommended
21.5 hrs on record
Posted: July 7
This is a game I often found myself turning to when I had 10 minutes to spare, whether waiting for dinner to cook or for a TV programme to start. The visual style is simple yet effective, the classes play sufficiently differently for people to find their preferred playstyle, and of course the chuckleworthy soundtrack is the star.

The card-based gameplay may be a little too random for some people - sometimes a dungeon run would be literally impossible because I just didn't draw the corridor cards I needed to reach the objective before the turn limit expired - but if that's not a concern to you, then I'd heartily recommend joining the Guild of Dungeoneering.

The Pirates Cove DLC adds some new cards and is fun, but not essential.
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
Recommended
7.0 hrs on record
Posted: July 4
After having only played the game for a small period of time I can say that it's pretty enjoyable. Yes, you will die a lot at the start but, I found that once I was able to get to the second tier dungeoneers death becomes more rare. Additionally, once you find that you are surviving more often you will start to build up battle scars which provides either a blessing or a curse. You will at first go through heros like tissues but the game does become signfigantly more enjoyable once you find your way around the game. I would like to see them add a little bit more to the guild building function of the game and some more variations in the way that the quest system works, but overall I would reccomend this game to any card playing, dungeon-loving, consumer out there.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
19.7 hrs on record
Posted: July 1
I am anxiously awaiting the chance to beta test on Android. I am really enjoying this so far; however, I do feel like the ramp up in difficulty from the first round of the three dungeons to completeing the second quest on those set of three dungeons is slightly too high. I really like the challenge, but I do feel like the margin for error and bad luck is razor thin. If you don't get just the right draws in creating the dungeon and during your battles you are set back really far by losing the one hero who has built up anough scars to be useful. At that point it is simply a grind from 7-30g per death until you can unlock the tier 2 rewards to be successful in the second round of the dungeons.

Personally, I enjoy the challenge. I would certainly anticipate a lot of people really being turned off at that point who aren't as persistent as I am.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
26.9 hrs on record
Posted: July 25
I have finished the game after 26 hours of playtime (including the "Pirate's Cove" DLC. And I think that this is a wonderful game which, I have enjoyed every minute of it.

It is important to get some updates earlier in order not to get frustrated by too many defeats. However you can always do some grinding if that is not the case.

There are many classes and each of them have some unique cards and an ability that can be imitated by some of the cards. My favorites were Ranger and Mime in first tier, Ranger and Shape shifter in second tier, Troubador, Knight and Cartomancer in the last tier.

Although you can die many times before defeating the game and chance plays an important role, this is definitely a fun game.

Battle scars are the only thing for successful warriors to add some abilities like starting with extra life or a beneficial discipline in their next challenge. However, rarely they can also be harmful, like gaining "Stupidity" and all of them goes away if the warrior dies.

I believe I will play this game again after a couple of years, as it has become one of the classics of my collection.
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
2 people found this review funny
Recommended
16.1 hrs on record
Posted: July 10
Great roguelite/dungeon crawler/card game mash-up despite RNG being frustrating sometimes.

Don't be sad or upset that your dungeoneers dies, new ones will replace them very quickly.





And it makes for a beautiful graveyard.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
1 person found this review funny
Recommended
7.3 hrs on record
Posted: June 30
This game is just plain and simple fun, with a tad of RNG/luck and some strategic choices.
Was this review helpful? Yes No Funny
2 of 4 people (50%) found this review helpful
1 person found this review funny
Recommended
7.7 hrs on record
Posted: June 29
Awesome game, but I die too often! :D
One of the best card games here, and the music is so catchy! :)
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
1 person found this review funny
Recommended
4.6 hrs on record
Posted: July 2
A charming Rogue-like "board game" with catchy tunes and a creepy narrator who takes far too much glee in my multiple, horrifying deaths. Recommended for board gamers and dungeoneers of all ages.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
120 of 131 people (92%) found this review helpful
4 people found this review funny
Recommended
9.9 hrs on record
Posted: July 18, 2015
I love indie games, card games, roguegames and D&D so this game looked pretty perfect for me. I watched a friend play it for a few hours before deciding it looked interesting and unique enough to buy. If I was reviewing this game in the first few hours, which I see a lot of people have, it would be 100% positive, it takes delving a little deeper to discover some of the flaws.

You choose your class (6 choices progressively unlocked through a gold-based tree) and this gives you your deck of cards (attacks and defense). Each turn you are randomly assigned cards that can include monsters, rooms and treasures. You place these to create a dungeon, and your adventurer (who you don't control), will be motivated to get the shinies. You can build your "deck" of attacks by choosing equipment (much of which is unlocked through the gold-tree).

The quirky monsters, attacks, dialogue bubbles and item descriptions are awesome. For example, if you play the bruiser, you're the chavviest chav ever. If you're the cat burglar, you will literally, throw cats. I won't spoil the rest, a lot of the fun in this game is the personality that shines through as you play.

You complete quests which unlocks more rooms in your guild (through gold), you get more dungeons, you complete more quests, and it repeats. Some of the quests are catered towards different classes, so you have to unlock the right classes and figure out what the strengths and weaknesses are and take in the right adventurer, whilst your graveyard piles up with the bodies of the minions who failed. Whilst simple, it can be pretty challenging and you do have to really think about what you're doing.

If I could leave it there, this would be 100% positive - but after the first six hours or so I did feel the game was very monotonous. That's a side effect of the fact that every single dungeon you start again at level 1. After a while you realize you're just playing the same monsters, the same room types, the same abilities from a small card set vs the same mechanics that you start with, over and over in a very repetitive grind. Progression takes a lot of gold, grinding and time, and for me, felt quite slow and stale. The game needs a much larger monster, class and equipment pool if it wants to pull that off without it getting boring by the end and a more interesting set of options and permanent carry-overs to reduce the time you spend grinding as you progress.

The roadmap mentions an "endless mode" with a high score table, which may add some competitive play and certainly a lot of replayability, so I look forward to seeing how long I can survive in that.

My recommendation is still positive because I do think it's a unique idea with a great style, especially the writing, and I did enjoy playing this game a lot - it's just too simplified and reptitive to be taking full advantage of it's potential and that makes me sad. When this comes up on sale or perhaps when patches are added in the future, I think this will be better value.

TL:DR Great basics, tons of potential, very unique and interesting game, can be a bit grindy/reptitive, needs more content. Would still recommend.
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