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:
Mostly Positive (783 reviews) - 74% of the 783 user reviews for this game are positive.
Release Date: Jul 14, 2015

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Includes the soundtrack and the Pirate's Cove expansion DLC


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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!



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

13 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!

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


“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.

• 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

Mac OS X
    • OS: Windows XP SP3
    • Memory: 2 GB RAM
    • Storage: 750 MB available space
    • OS: Windows 7 SP1
    • Memory: 4 GB RAM
    • Storage: 750 MB available space
    • OS: OSX 10.7.5
    • Memory: 2 GB RAM
    • Storage: 750 MB available space
    • OS: OSX 10.7.5
    • Memory: 4 GB RAM
    • Storage: 750 MB available space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mostly Positive (783 reviews)
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644 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
50.2 hrs on record
Posted: September 25
I'm not sure whether it's the cheery music, the surreal level design, or just the chance to count cards your way out of an impossible situation, but I cannot recommend the game enough. Whenever I am really upset and think life has dealt me a bad hand, I just take a little chump out for a spin and come back with glory.

There was a major debate that tore the forum apart over some of the new features and whether they make the game impossible, and it may be the preordained fatalism, but I have always adored the battle scars and their abilities to mix things up. I can see they get annoying fast when trying to play the game without losing a man, but in casual play, I urge people to embrace the quirks and take on the impossible. Sure you might die, but that's dungeoneering for you.
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1 of 1 people (100%) found this review helpful
6.2 hrs on record
Posted: September 11
I am giving this one a tentative thumbs up. I enjoyed my time with it but found it felling kind of repetitive after not all that long. It has a decent price point and if fun but if you think the gameplay might get old quickly then you might have better options, if the gameplay looks solid check it out.
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1 of 1 people (100%) found this review helpful
2.1 hrs on record
Posted: September 15
This is a fun little game that is not for the faint of heart. You can sit down and spend 10 minutes on it, or spend an hour or two on it. Just depends on what you have the time for...and what you have the courage for!

Hilarious lyrics from the "bard" when anything happens, along with a simple styled combat makes this game entertaining throughout your entire play. Easy to learn, but hard to master!

A must for anyone who enjoys card games OR rogue-lite games!
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1 of 1 people (100%) found this review helpful
1.3 hrs on record
Posted: September 19
Extremely fun game to play! Cool graphics, cool dungeon making, nice dialogues, pretty ok item system.. i love this game ! One of a kind on Steam i think.
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1 of 1 people (100%) found this review helpful
11.7 hrs on record
Posted: September 24
fun game, good time killer between class. 11 hours on record.
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1 of 1 people (100%) found this review helpful
38.6 hrs on record
Posted: September 19
tl;dr: The Guild of Dungeoneering is an intriguing hybrid of a roguelike game and a tabletop card-drafting game. However, it uses card-drafting mechanics that were designed for multiplayer games. In a solitaire game like The Guild of Dungeoneering, these mechanics lose much of their strategic depth. Grade: B

The Guild of Dungeoneering could almost be a tabletop card-drafting game, like Dominion. In card-drafting games, each player has a small deck of cards. As they play cards, they draft more powerful cards into their decks. Since the decks are reshuffled frequently, the new cards quickly become available for play. Nearly every aspect of The Guild of Dungeoneering is handled by cards. It would probably be possible to print out the cards and play it as a tabletop game. However, the game involves so much upkeep that it would probably only work as computer game, where the upkeep is handled automatically. In that sense, The Guild of Dungeoneering is a good example of how tabletop mechanics can be refined and expanded in a digital environment.

The downside of this approach is that the card-drafting mechanics were originally intended for multiplayer games. In games like Dominion, the players adapt to each other’s strategies. They can sometimes bluff or mislead their opponents. There’s no opportunity to use those kinds of tactics in The Guild of Dungeoneering. The monsters have better cards than you do, but they don’t play them intelligently. The game feels a little like playing solitaire Hearts on Microsoft Office.

In the game, you guide a character around a series of dungeons, fighting monsters and collecting loot. Each dungeon has a clearly defined objective, like “defeat 1 skeleton” or “find 2 chests.” When you fight a monster, you and the monster play cards on each other. For example, a monster might play “Claw,” which inflicts 1 point of physical damage. In response, you might play “Bash,” which blocks 1 point of physical damage and inflicts 1 point of physical damage. Combat continues until either you or the monster runs out of life points. After defeating a monster, you can choose between 3 loot cards. Each loot card allows you to draft different cards into your deck. For example, if you acquire a Mace, you would add the “Bash” card to your deck. If you already have Bash, you would add “Slam,” which is (theoretically) superior to Bash. If a monster wins a fight, you start over at the beginning of the dungeon with a new character.

You can only carry a certain amount of loot. For example, you can only wear one helmet at a time. When you swap one loot item for another, you add some cards to your deck and remove others. If The Guild of Dungeoneering was a tabletop game, you’d probably spend most of your time adding and removing cards from the various decks. But as a computer game, it all flows very smoothly. The game is also surprisingly well balanced. I win most fights, but it’s often very close. A lot of seemingly insignificant cards end up playing a major role.

The game has a wonderful tone. You adopt the perspective of a lazy, unscrupulous guild master who considers his “dungeoneers” to be nothing more than cannon fodder. When they survive a quest, his apathetic response is priceless. (Though his shtick wears thin after a while, so I’m glad you can mute him.) The graphics consist of cute line drawings that reinforce the feeling of ironic detachment. The vampires are particularly adorable.

I like the character classes. There are 14 different classes and most of them have their own distinct style. For example, Bruisers harm monsters if they fully block an attack. Alchemists are often able to heal faster than monsters can harm them. The Cartomancer class is interesting, since you are encouraged to let your opponent hurt you until you unload a single devastating attack.

You don’t move your character – they move themselves. You can influence their movement by placing monsters or gold near their location. Sometimes, characters will make suboptimal moves if they have characteristics like “Hubris” or “Death Wish.” However, sometimes they make suboptimal moves for no apparent reason. In one of my games, a character had a choice between two rooms. One room had a blessing, gold, and a low-level monster. The other room had a curse. He chose the room with the curse. He then fought a high-level monster and lost because of the curse.

I think the game’s biggest shortcoming is that it’s a solitaire game that uses multiplayer mechanics. The monsters don’t seem to use much strategy, and might even play cards at random. Once I adopted a basic, common-sense strategy, the game became too easy.

Basic strategy:
Avoid monsters that you’re not ready to fight.
Choose loot cards that give you the most powerful attack cards.
If you’re winning a fight, play aggressively.
If you’re losing a fight, play defensively.

Advanced strategy:
Pick cards that give you Arcane, Holy, or Spikey.
Think carefully before fighting monsters that have Burn, Burly, or Bulwark.
Avoid fountains unless there is no risk.

Using this strategy, it’s not uncommon to defeat anywhere from 40 to 100 monsters in a row. By exploring slowly and cautiously, it greatly reduces the risk, but it also makes the game boring. Maybe the game would be more fun if I played recklessly. But I have serious reservations about a strategy game that’s only fun when you don’t use strategy. To be fair, the game isn’t always too easy. Depending on your character class, some dungeons can be lethal. And for some reason, the *second* monster in a dungeon is often the hardest to kill. But I’ve played the game five times now, and I’m not sure that there’s much left for me to learn. It’s not like FTL, which can be played hundreds of times.

The game might be more interesting with a multiplayer variant. One player controls the adventurer and the other player controls the monsters. It might make the card-drafting mechanics deeper and more satisfying.

Alternately, perhaps each dungeon could be designed so that some character classes do better than others. The player would be given specific details about each dungeon, and would need to think carefully about which character class to use. Another possibility would be to stretch out the “second monster” phase of the dungeon (which is the most challenging phase) by giving out less loot.

Other thoughts
  • The low-level characters take on minotaurs and liches, while the high-level characters fight dwarven miners. That’s fine, I guess, but it’s weird.

  • There are some dungeons where you need to complete the objective within a certain number of turns. It’s a good idea, but the implementation is broken. For example, you might have eight turns to move five spaces to the right. If eight turns go by, and you’ve only drawn three cards that have a right-hand exit, you lose. That actually happens from time to time.

  • I love the “Turbo” option, which speeds up gameplay. I wish FTL had an option like that.

  • The characters level up in a really odd way. When they first enter a dungeon, they’re at level 1. By the end of the dungeon, they’re usually at level 4 and have lots of loot. When they enter the next dungeon, they start over at level 1 and have no loot. It help maintain game balance, but it’s unintuitive. Sometimes I forget that a character has suddenly become much weaker.

  • The theme song is stuck in my head. I’m not sure if that’s a good thing.
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1 of 2 people (50%) found this review helpful
5.2 hrs on record
Posted: September 9
I hate you, devs, for these losing songs.
it's like you're spitting in our faces.

(good game though, if you're here for review; i wonder how old are people complaining about RNG; do people still play role playing games for real? do any of you remember one of your action being totally lost due to a bad dice roll? or does pen and paper role play died already?)
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1 of 8 people (13%) found this review helpful
Not Recommended
0.6 hrs on record
Posted: September 6
got boring, real fast.
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Most Helpful Reviews  Overall
121 of 133 people (91%) found this review helpful
4 people found this review funny
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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391 of 513 people (76%) found this review helpful
10 people found this review funny
Not Recommended
1.6 hrs on record
Posted: July 16, 2015
First impressions of the game were great. I was excited to play, everything was funny and great to discover - and then it clicked: I already saw everything the game had to offer.

The game mechanics are the same from start to finish.
Do quests, use money to upgrade guild hall, get new equipment, do quests, use money to upgrade guild hall, get new equipment... Sure, this is every RPG-style game, is it not? There's always some *reason* why you're doing this, though. Some end goal. Something to motivate you to continue. Some change in game mechanics. Here? Nothing. It's really a one-trick pony. Do quest, get new equipment, do quest, get new equipment, rinse and repeat.

I found myself bored within hours. There was nothing that captivated me, here. The narrator starts to grate on you singing the same tune at every significant event. You feel no love for your heroes, they die, and are instantly replaced. There's no benefit to keeping them alive longer.

Bottom line, Guild of Dungeoneering is extremely lacklustre.

Guild of Dungeoneering feels like it should have been a mobile game, where you would play a dungeon and come back in a few hours time when your heroes are ready to go again. There's so little meat and potatoes to the game, I'm disappointed.
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Recently Posted
25.6 hrs
Posted: August 28
Simple pen and paper game, still good enough to warrant a buy though.
Guild of Dungeoneering is a category of its own, its not really roguelike and its not really a dungeon crawler, but it is fun.
- The game has a steep learning curve and you will die, but feel good when you finally beat the boss
- You dont build decks, the deck builds your character
- LUCK is a big factor in both your card draws and your dungeon architecture
- Different classes allow you to build a strategy for each class, some are not viable
- Character dialogue sucks but story narrative is very well done
- The combat is good
- Not much replayability, two times is enough to see and do everything

This game will last ~15-20 hours, fun enough to keep you entertained for the whole time depending on luck/skill and how frustrated you get when things dont go in your favor. The art style is very clean and there is enough variation in-game to justify the price.
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21.9 hrs
Posted: August 28
This game is fun to play and do not take that much time at one time. Simple idea which works well and music is fun as well. So yeah.. I can recommend this game and made further review about it.
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