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 (14 reviews) - 71% of the 14 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (765 reviews) - 73% of the 765 user reviews for this game are positive.
Release Date: Jul 14, 2015

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Recent updates View all (33)

June 17

Looking for testers for mobile edition

Hi everyone,

The mobile edition of Guild of Dungeoneering is almost ready for phones and tablets. If you'd like to help us out by testing it before we release please fill out this form:
https://docs.google.com/forms/d/19p2VcSxkJbALwasshemwXd5LYISbn0qhvB2YG8Du3aI/viewform

We'll be running a small closed beta for both iOS and Android. Add your name to the list if you want to help out!

Thanks,
Colm

14 comments Read more
10 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 (14 reviews)
Overall:
Mostly Positive (765 reviews)
Recently Posted
wonderlanddays
( 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! :)
Helpful? Yes No Funny
Storyteller
( 23.4 hrs on record )
Posted: June 25
An awesome card-based game.
Helpful? Yes No Funny
Strbrst
( 3.5 hrs on record )
Posted: June 24
Are you ready to die a lot? Are you ready for some RNG-driven gameplay? I sure hope you are, because that's what you're in for here!

I really really want to like this game, but I just can't. Yes, this game is a little challenging, and I'm okay with that. But not being able to progress because of luck is just poor game design. Also, if you draw, you alawys lose. Because that's cool, right? The concepts behind this game look great, and they look like they could eat up hours of my free time. But as it stands, I'm stuck where I'm at with no ability to go on.

4/10, I suppose?
Helpful? Yes No Funny
NecroKaiser
( 3.0 hrs on record )
Posted: June 24
If only multi-player is possible!
Helpful? Yes No Funny
FuzzyCuddlyBunny
( 20.4 hrs on record )
Posted: June 16
I find Guild of Dungeoneering to be very fun, but I would strongly recommend watching a video of some gameplay before purchasing it; it's the kind of game that's hit or miss. The graphics are simple, but have a lot of personality in them in that they look hand drawn. The gameplay is simple, but can be very fun. Overall, it's a game where most design decisions are something that you'll either like or you won't, and neither disposition is particularly uncommon.
Helpful? Yes No Funny
Mr. Yankovic
( 35.9 hrs on record )
Posted: June 14
this is awesome. i love it. im not sarcastic.
woohoo.
Helpful? Yes No Funny
Ah_Zhou
( 0.7 hrs on record )
Posted: June 14
It's good enough to play.

Just that I'm waiting for more updates before playing this game intensively, and that I don't really like some of the mechanics.
Helpful? Yes No Funny
scruball
( 2.5 hrs on record )
Posted: June 12
This is unbelievably fun! Always been wondering - "I got 15 minutes before I head out and I wanna play. What should I play? 15 minutes is just not enough".

Guild of Dungeoneering is your answer. For quick gaming satisfaction, sarcastically cartoony graphics, humorous music - fun all around.

Ridiculous game in the very best sense.
Helpful? Yes No Funny
Jamie
( 3.3 hrs on record )
Posted: June 7
The Guild of Dungeoneering is a very cheeky game that I'm not quite sure what to call it because it manages to do a lot of things. It's a card game. It's a dungeon explorer. You can build your own guild hall, which we RPG and adventuring types like to do. You can name some characters and take them on a great adventure! ...Or death.

Honestly, it's probably going to be death. You're probably going to die in this game a lot and you're going to get frustrated. But the point of this game is that you can go through characters like you go through underwear (unless you obsessively preserve your underwear then okay, you're not the example). Put up a new poster and get some new victims to make you rich!

With pleasant ditties playing as you tackle new dungeon maps that you get to create yourself, The Guild of Dungeoneering is a nice way to spend some time by hiring some other schmucks to kill some trolls. Emphasis on other. The journal entries make it very certain that as the dungeon master, you're not getting your precious hands dirty. Seems like a great time, right? Maybe even some nostalgia coming back to you?

Or...it would be nice. Frankly there's nothing wrong with the game. The design is solid. The art is graphite pencil and paper animations making angry faces at you and sometimes shouting Cockney slang. That's not my problem, I think this is all dandy. I even love the bard. Sassy Bard, call me man. We're gonna sit on a corner and play demoralizing music at people.

This is such a mean game, it really is. In this game, you need to bait your dungeoneer with lower level monsters and loot so they can eventually tackle the boss. You'll also need to set up cards to get the correct route to the boss. Your dungeoneer can often be stubborn and ignore loot for the glory of taking down the boss early...when they're level two. So you need to keep a healthy (read: gigantic) space between you and the final area so you can get ready and have the correct cards to take on the ultimate baddie.

If you don't, your graveyard will fill up before you had a chance to get much further past the tutorial stages.

Punishment is a way to describe it. If you have a single bad draw of hand, you're going to die. If one thing goes wrong, you're going to die. If wells pop up on the map in a certain way, expect death. That gets very discouraging early on when you're still getting attached to the game. Because I was instantly having my dungeoneers killed off, I found an inability to love this creative game. It just kept spanking me no matter what approach I took to any dungeon. Something would be off for a moment and I would die horribly. And again, while this isn't a problem because you start every single stage at level one, so no need, it just discourages you as a player. You get irritated and you just don't want to keep going after fifty characters in a row died because you had bad luck and there is nothing else to explain it. Sure, you'll still get points for dying horribly over and over, but who wants to pick up a game after being kicked so many times? I've played unforgiving games before, but this one just likes to kick me in the teeth.

You honestly need some steely patience for this game. It starts off sweet and it rewards you. Suddenly it pulls it all away and you're alone. That fulfillment I normally feel from getting through something difficult is replaced by frustration and being very angry because it was just a single card or something completely stupid. I'm no longer enjoying myself. I'm hate-playing just to complete the game.

Which is a shame. It's very silly. It's a game filled with bad puns, table top jokes, and all sorts of little goodies you look in a gem like this. But you really need the patience to stick around! If you can't handle dying a lot and investing a little time and patience, you probably shouldn't look at this game.

Usually I'm happy when a game doesn't hold my hand, but the card placement for the map process may have needed to be a little more explicit at the beginning. On first look, some map pieces map appear to connect and a player might think they will. It's just detailed crumbling brick to make the dungeon look pretty. Or it's a fancy lake. I felt like there needed to be some instructions for the idiots in the back (yo!) so we didn't try to hoard pieces and then create a map you couldn't walk around on. Did it twice. It was stupid of me, but just to have that idiot message for the slow guys in the back. A delete button would have been great for the map, but I can understand that this would also make things too easy. Still, I feel like some happy medium needed to be there. Like a "win this and you can delete a map tile" or something. It would have made me feel more like a dungeon master, considering I am building this as I'm sending my minions scurrying anyway. Ah well.

I grudgingly have to say I don't recommend it because while was nothing really wrong with this game, it felt more like I was working and convincing myself the game was fun. This is really unfortunate. But...if you like card/board games and you enjoy dungeon crawling? Hey, it might be for you. Really. Just have better patience than I do. This one discouraged me too much.

No health advisory here. Go forth and play.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
25 of 35 people (71%) found this review helpful
1 person found this review funny
Not Recommended
3.3 hrs on record
Posted: June 7
The Guild of Dungeoneering is a very cheeky game that I'm not quite sure what to call it because it manages to do a lot of things. It's a card game. It's a dungeon explorer. You can build your own guild hall, which we RPG and adventuring types like to do. You can name some characters and take them on a great adventure! ...Or death.

Honestly, it's probably going to be death. You're probably going to die in this game a lot and you're going to get frustrated. But the point of this game is that you can go through characters like you go through underwear (unless you obsessively preserve your underwear then okay, you're not the example). Put up a new poster and get some new victims to make you rich!

With pleasant ditties playing as you tackle new dungeon maps that you get to create yourself, The Guild of Dungeoneering is a nice way to spend some time by hiring some other schmucks to kill some trolls. Emphasis on other. The journal entries make it very certain that as the dungeon master, you're not getting your precious hands dirty. Seems like a great time, right? Maybe even some nostalgia coming back to you?

Or...it would be nice. Frankly there's nothing wrong with the game. The design is solid. The art is graphite pencil and paper animations making angry faces at you and sometimes shouting Cockney slang. That's not my problem, I think this is all dandy. I even love the bard. Sassy Bard, call me man. We're gonna sit on a corner and play demoralizing music at people.

This is such a mean game, it really is. In this game, you need to bait your dungeoneer with lower level monsters and loot so they can eventually tackle the boss. You'll also need to set up cards to get the correct route to the boss. Your dungeoneer can often be stubborn and ignore loot for the glory of taking down the boss early...when they're level two. So you need to keep a healthy (read: gigantic) space between you and the final area so you can get ready and have the correct cards to take on the ultimate baddie.

If you don't, your graveyard will fill up before you had a chance to get much further past the tutorial stages.

Punishment is a way to describe it. If you have a single bad draw of hand, you're going to die. If one thing goes wrong, you're going to die. If wells pop up on the map in a certain way, expect death. That gets very discouraging early on when you're still getting attached to the game. Because I was instantly having my dungeoneers killed off, I found an inability to love this creative game. It just kept spanking me no matter what approach I took to any dungeon. Something would be off for a moment and I would die horribly. And again, while this isn't a problem because you start every single stage at level one, so no need, it just discourages you as a player. You get irritated and you just don't want to keep going after fifty characters in a row died because you had bad luck and there is nothing else to explain it. Sure, you'll still get points for dying horribly over and over, but who wants to pick up a game after being kicked so many times? I've played unforgiving games before, but this one just likes to kick me in the teeth.

You honestly need some steely patience for this game. It starts off sweet and it rewards you. Suddenly it pulls it all away and you're alone. That fulfillment I normally feel from getting through something difficult is replaced by frustration and being very angry because it was just a single card or something completely stupid. I'm no longer enjoying myself. I'm hate-playing just to complete the game.

Which is a shame. It's very silly. It's a game filled with bad puns, table top jokes, and all sorts of little goodies you look in a gem like this. But you really need the patience to stick around! If you can't handle dying a lot and investing a little time and patience, you probably shouldn't look at this game.

Usually I'm happy when a game doesn't hold my hand, but the card placement for the map process may have needed to be a little more explicit at the beginning. On first look, some map pieces map appear to connect and a player might think they will. It's just detailed crumbling brick to make the dungeon look pretty. Or it's a fancy lake. I felt like there needed to be some instructions for the idiots in the back (yo!) so we didn't try to hoard pieces and then create a map you couldn't walk around on. Did it twice. It was stupid of me, but just to have that idiot message for the slow guys in the back. A delete button would have been great for the map, but I can understand that this would also make things too easy. Still, I feel like some happy medium needed to be there. Like a "win this and you can delete a map tile" or something. It would have made me feel more like a dungeon master, considering I am building this as I'm sending my minions scurrying anyway. Ah well.

I grudgingly have to say I don't recommend it because while was nothing really wrong with this game, it felt more like I was working and convincing myself the game was fun. This is really unfortunate. But...if you like card/board games and you enjoy dungeon crawling? Hey, it might be for you. Really. Just have better patience than I do. This one discouraged me too much.

No health advisory here. Go forth and play.
Was this review helpful? Yes No Funny
13 of 17 people (76%) found this review helpful
2 people found this review funny
Recommended
3.0 hrs on record
Posted: June 24
If only multi-player is possible!
Was this review helpful? Yes No Funny
7 of 7 people (100%) found this review helpful
Recommended
20.4 hrs on record
Posted: June 16
I find Guild of Dungeoneering to be very fun, but I would strongly recommend watching a video of some gameplay before purchasing it; it's the kind of game that's hit or miss. The graphics are simple, but have a lot of personality in them in that they look hand drawn. The gameplay is simple, but can be very fun. Overall, it's a game where most design decisions are something that you'll either like or you won't, and neither disposition is particularly uncommon.
Was this review helpful? Yes No Funny
5 of 7 people (71%) found this review helpful
Recommended
2.5 hrs on record
Posted: June 12
This is unbelievably fun! Always been wondering - "I got 15 minutes before I head out and I wanna play. What should I play? 15 minutes is just not enough".

Guild of Dungeoneering is your answer. For quick gaming satisfaction, sarcastically cartoony graphics, humorous music - fun all around.

Ridiculous game in the very best sense.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
23.4 hrs on record
Posted: June 25
An awesome card-based game.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
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
2 of 4 people (50%) found this review helpful
Recommended
0.7 hrs on record
Posted: June 14
It's good enough to play.

Just that I'm waiting for more updates before playing this game intensively, and that I don't really like some of the mechanics.
Was this review helpful? Yes No Funny
2 of 4 people (50%) found this review helpful
Recommended
3.4 hrs on record
Posted: June 4
Straight up one of the most unique and amusing games I've ever had chance to play. It's wonderful and uniquely qwerky. No matter the outcome, the game will make you smile.
Was this review helpful? Yes No Funny
2 of 4 people (50%) found this review helpful
Recommended
35.9 hrs on record
Posted: June 14
this is awesome. i love it. im not sarcastic.
woohoo.
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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