Enter a big, massive dungeon, full of danger, mystery and secrets. Fight your way through hordes of enemies and powerful creatures. Solve puzzles, avoid deadly traps, uncover hidden passages, and keep your bearing through mazes & hallways.
User reviews:
Mostly Positive (12 reviews) - 75% of the 12 user reviews in the last 30 days are positive.
Very Positive (178 reviews) - 82% of the 178 user reviews for this game are positive.
Release Date: Nov 6, 2015

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Recent updates View all (10)

September 19

Version 1.0e released !

This new version brings destructible barrels, food and drinks that restore health and mana when you're outside of combat, as well as a new puzzle for the Level 2, and a few additional secrets in the first couple of levels.

I hope you'll enjoy all these additions as they were popular requests. :-)

Complete details of changes and fixed bugs can be seen here : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/?ctp=6#c360672047212201928 .

Note: version 1.0e was already released since a bit more than 1 month, but I still hadn't posted a news about it.

6 comments Read more

July 18

Version 1.0d released !

This new version mostly brings the final touch for customizing the difficulty : now, if you select the Custom Difficulty and turn on the Advanced Tuning, you can set the strength of Normal, Elite and Boss enemies separately.

This will both help the players thinking that only normal mobs are too easy, and the players thinking that Elites and/or Bosses are too difficult compared to the base mobs.

Note: it's still recommended to play with one of the numerous built-in difficulty levels, as most players do, but if you wanted more freedom of choice, here you go ! :-)

This new version also brings a bunch of enhancements and fixes for the Map Editor to give a more user friendly creation.

Complete details of changes and fixed bugs can be seen here : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/?ctp=6#c359543951698627341 .


3 comments Read more


“The combat is exquisitely balanced. Yes, it relies on the generic trio of a tank to absorb enemy attacks, a healer to keep the tank standing, and two damage-dealers to take out the actual enemies. Yes, that’s a bit of an unexpected approach for a game that’s so old school in every other aspect. But it works so shockingly well, it’ll give you a brand new appreciation to the entire mechanic.”
4/5 – IndieGameReviewer

“By addressing most of the shortcomings found in old school 3D dungeon crawlers, Mana Games has created an addictive adventure game worth exploring.”
B+ – Defunct Games

“The Fall Of The Dungeon Guardians is a fantastic take on the First Person Dungeon Crawlers of old. [...] It's a wonderful blend of so many different things and it's presented beautifully.”
Let's Play – BumpyMcSquigums

About This Game

Introduction :

The Fall of the Dungeon Guardians is an RPG Dungeon Crawler game, in First Person View, inspired by classics like Dungeon Master™ and Might & Magic®, but featuring a modern combat system based on the triptych “tank/damage dealer/healer” mechanism.

Story :

You’re a newly employed guard of a prison deep inside a dungeon. The night of your arrival, strange things happen and when you wake up in the morning, all prisoners have escaped amidst chaos. The warden wisely decides to leave the dungeon as quickly as possible, while tasking you to run after the escaping prisoners. You then assemble your team and venture into the mysterious dungeon.

A Call For Adventure :

Enter a big, massive dungeon, full of danger, mystery and secrets.
Fight your way through hordes of enemies and powerful creatures.
Explore intricate corridors, underground palaces, mines fallen into oblivion and evil crypts.
Solve puzzles, avoid deadly traps, uncover hidden passages, and keep your bearing through mazes & hallways.

Character Building :

You’ll take command of a party of 4 guardians. Each guardian comes with a set of spells & abilities, with new ones appearing over the course of the adventure.
For each new level reached, the guardians get a point to use in their talent trees, allowing them to reinforce their abilities or gain new powers.
There are 4 classes to choose from: the warrior, the healer, the mage & the rogue. Each class has 3 specializations represented by a talent tree, and each specialization comes with its own set of abilities. So you have 12 base build-ups. In addition, your guardians can choose freely to spend their talent points in any of the 3 specializations of their class, allowing for even more varied set-ups.

The dungeon is filled with loot: epic armors, legendary weapons and mystical, magical items. Often when you kill a group of enemies, they’ll drop a random piece of equipment that one of your guardians can use, raising more and more of their powers.

Evolved Combat System :

The combat is focused on the triptych “tank/damage dealer/healer” mechanism, coupled with an exciting threat mechanism: your healer’s spells directly threaten all the enemies nearby, and thus your tank must use his abilities to attract their wrath and protect the healer. The tank must then be able to mitigate a lot of the enemy damage using his defensive skills.
Your last 2 guardians will be the damage dealers, trying to kill the enemies as fast as possible, while they’re busy with the tank.
All guardians get a lot of abilities and not only will using the right one at the right moment be essential to your party’s survival, but also combining different abilities in sequence to maximize their efficiency will be required to vanquish your strongest foes.
It sounds like a lot, but fortunately the game comes with an active pause: you can pause the game whenever you feel like it, check everything, queue the next abilities for your guardians, and then resume the game.

You don’t like tanks, or you don’t like pausing the game? No problem, just lower the game difficulty, and you’ll be able to play without a real tank or pausing. You can precisely tune the difficulty at any time during your exploration.

Unlike old-school FPV Dungeon Crawlers, you don’t have to strafe-turn-strafe-turn all the time in Dungeon Guardians. Your tank comes with serious defensive skills (armor, dodge & parry) that let him handle most of the enemy attacks, as long as the healer backs him up. So most fights are done while standing your ground.
However, occasionally your whole party will have to dodge some extremely powerful enemy attacks, usually by walking back, so you’ll still need some moving reflexes and awareness of your surroundings during the fights.

Built-in Map editor & Modding :

The game comes with a full featured map editor, letting you create your own dungeons. The basics are very simple, but a bit of learning will be required to handle the more advanced puzzle mechanisms.
Additionally, with the Modding SDK, you’ll be able to fine-tune the existing enemies, classes, specializations, abilities, talents, gear, and enchantments, and with a bit of dedication you should be able to add your own, and even add sound FX or music.

Game Features :

  • 4-character Party
  • Grid-based movement : your party moves 1 square at the time, and turns by a quarter
  • First person view
  • 4 classes, 12 specializations
  • 5 playable races : human, dwarf, elf, dark elf, halfling
  • Active pause (ie: you can pause the game and still queue commands for your party members), and numerous optional auto-pauses
  • 25-50 hours of gameplay, depending on your own skills and the difficulty settings
  • 20 bosses
  • 100 kinds of creatures (including variations)
  • Puzzles (the few ones required to finish the game are easy to solve)
  • A lot of tactical combat
  • Built-in Map Editor & Modding support

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 10/8/7/Vista/XP
    • Processor: 2 Ghz
    • Memory: 3 GB RAM
    • Graphics: Shader Model 3.0 GPU ; NVidia GeForce GTX 260 (2008) or GT 730 (2014), AMD Radeon HD 5670 (2009) or HD7570 (2012) ; the game may run with less good 3D cards, but you’ll have to lower the view distance and the rendering quality
    • DirectX: Version 9.0
    • Storage: 1 GB available space
    • Additional Notes: IGPs are not supported ; the game runs on Intel HD5000 but the framerate is around 20-30 fps even on minimum settings.
    • OS: Windows 10/8/7
    • Processor: 3 Ghz
    • Memory: 4 GB RAM
    • Graphics: Shader Model 3.0 GPU ; NVidia GeForce GTX 760 (2013) or AMD Radeon HD 7950 (2012)
    • DirectX: Version 11
    • Storage: 1 GB available space
    • OS: OSX 10.7
    • Processor: 2 Ghz
    • Memory: 3 MB RAM
    • Graphics: Shader Model 3.0 GPU ; NVidia GeForce GTX 260 (2008) or GT 730 (2014), AMD Radeon HD 5670 (2009) or HD7570 (2012) ; the game may run with less good 3D cards, but you’ll have to lower the view distance and the rendering quality
    • Storage: 1 GB available space
    • Additional Notes: IGPs are not supported ; the game runs on Intel HD5000 but the framerate is around 20-30 fps even on minimum settings.
    • OS: OSX 10.9
    • Processor: 3 Ghz
    • Memory: 4 MB RAM
    • Graphics: Shader Model 3.0 GPU ; NVidia GeForce GTX 760 (2013) or AMD Radeon HD 7950 (2012)
    • Storage: 1 GB available space
    • OS: Ubuntu 12.04
    • Processor: 2 Ghz
    • Memory: 3 GB RAM
    • Graphics: Shader Model 3.0 GPU ; NVidia GeForce GTX 260 (2008) or GT 730 (2014), AMD Radeon HD 5670 (2009) or HD7570 (2012) ; the game may run with less good 3D cards, but you’ll have to lower the view distance and the rendering quality
    • Storage: 1 GB available space
    • Additional Notes: IGPs are not supported ; the game runs on Intel HD5000 but the framerate is around 20-30 fps even on minimum settings.
    • OS: Ubuntu 12.04
    • Processor:
    • Memory: 4 GB RAM
    • Graphics: Shader Model 3.0 GPU ; NVidia GeForce GTX 760 (2013) or AMD Radeon HD 7950 (2012)
    • Storage: 1 GB available space
Customer reviews
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Very Positive (178 reviews)
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105 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
27 of 28 people (96%) found this review helpful
261.7 hrs on record
Posted: August 30
The Fall of the Dungeon Guardians!

The title made me curious, the gameplay videos were really interesting, but... Grid based movement? Reminds me of the early days of dungeon crawling. 4 Characters? Yeah, sure! 4 classes? Tank, Cleric, 2 Damage Dealers... Been there, done that! Active pause? I like that... gives you time to think of your next move. 30+ hours of gameplay? Is that all? Gimme a break!


I got 261, exquisite hours out of it and it left me crying for more.
They didn't tell me anything about the inovative interface... the mind-boggling puzzles, the interminable boss battles, the unending treasure hunt, the amazing graphics... those monsters, they really fight you and when you, finally, better them, I love the way they curl up and die. Gives you a real sense of accomplishment!

'Nuff said about the game, 'cause here is the best part. It is a hard, hard game and you will be stuck a lot of the time. But, the guy who developed it (he's like a one-man-show), never sleeps! He's online 24/7 (a slight exageration, but only slight)... he walked me through every difficult situation. Whatta Mensch!

So, BUY THIS GAME, now! You'll never regret it!
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3 of 3 people (100%) found this review helpful
37.3 hrs on record
Posted: September 20
A very enjoyable dungeon delve, with a heavy emphasis on "character roles" (tank, healer, dps).

Think of Eye of the Beholder meets World of Warcraft. If you played and loved both games, you will definitely enjoy The Fall of the Dungeon Guardians.

The exploration is rewarding, the loot is pseudo-randomized (it is randomized, but you will always obtain loot for the classes that you choose for your party), and it is never frustrating (even with the auto-map turned off by default - option that the developer recommends).

The character development (talent trees) feels good enough, and also the mechanics are quite well implemented.

All in all, a solid game.
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2 of 2 people (100%) found this review helpful
2.8 hrs on record
Posted: September 25
The Fall of the Dungeon Guardians is a wonderful throwback. I purchased this game looking for an old dungeon crawler to escape to from your everyday console games. Two hours in and I can say this has been top 3 purchases for me on steam already. Love the grid movement as it keeps movement easy and the combat is unique in that you control all four party members from first person. The active pause is great too as it allows you some time to think of the best way to overcome your obstacles. Only downside is the lighting, sometimes it can be difficult to see small items in dark corners such as rings or vials. Other than that it has been a blast and I look forward to many more hours!

Solid 9/10
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2 of 2 people (100%) found this review helpful
13.9 hrs on record
Posted: September 25
Hidden Gem-

This is very much an old school style blobber with a new way of providing strategtic play...I'm a turn based fanatic but even though this game is 'real time with pause' there are a myriad of options including changing combat speed (I run at 20% with many autopause options set and its perfect) and full control over all facets ofthe game.

Dungeon design is stellar and i'm only at floor 3 or 4 and the game is challenging and requires tactics- Plus an interesting character building system.

All in all a great dungeon crawl thus far and this stands up with the best we've seen in the last 15 years-

I would totally recomend this to anyone who loves dungeon crawling and old school RPG's but with modern twists and the convieniences we've come to expect these days (there is an automap but it must be turned on in options)

It took me a few hours to start grasping the combat system but ive grown to love it.
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2 of 2 people (100%) found this review helpful
13.8 hrs on record
Posted: September 24
Fun game. Inspired by Grimrock, but exceeds it in several ways (UI options, combat management, class variance and skills trees).

Buy this game. Play it, enjoy it.

Especially recommended for those (like me) who thought some of the Grimrock 'puzzles' were WAY overdone and overcomplex. In Guardians, there are puzzles but the majority of them are not Impossible Difficulty.
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1 of 1 people (100%) found this review helpful
6.0 hrs on record
Posted: September 27
This game is a dungeon crawler similiar to Grimrock (1/2), Wizardry and Might and Magic.
You ofcourse see the indie natur, menus grafics are not AAA, but very very solid.

What makes this game realy great is the combat system and the character progression:
your 4man team each got his role (tank, 2dd, healer) and each has a large skill tree (similiar to Diablo or WoW) to progress while gaining levels; ofcourse you find tons of loot just aswell. Dungeoncrawlers (apart from Wizardry 8) suffer often from rather boring combat, but not here. I actualy looked foreward to every encounter, combat reminded of Baldurs Gate or Pillars of Eternity alot; you got tons of skills to use, each with their own little mechanics (heals, dots, skills which stun, etc.) and tactics involved; boss encounters are amazing, it`s not just the usual "dodge a certain attack", but also canceling certain enemie attacks....all can be paused while your still able to issue orders (up to 3 per char);

The leveldesign is also quite good, rooms connect across multiple levels and the audio mixed with eerie texturs gives a greet ambience.

If you like dungeoncrawlers this game is a safe bet
If yoz love tactical realtime-combat with a pause-function ala Baldurs Gate/Icewind Dale you gonna love this game just like i do.
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2 of 3 people (67%) found this review helpful
56.0 hrs on record
Posted: September 19
Fantastic little gem of a game!
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2 of 22 people (9%) found this review helpful
Not Recommended
1.2 hrs on record
Posted: September 7
I played just over an hour, and just can't get into it. Walking through the dungeon is cool, but the combat is annoying. First person POV with 4 characters doesn't work for me. Attacks seem slow - and what's the swipe meter supposed to be for? I don't get it, and it doesn't feel fun enough to bother with the instructions. All this "tank, damage dealer, ..." jargon makes me feel like it's set up to be veryformulaic. Not very interesting.

Wish I'd bought something else.
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Most Helpful Reviews  Overall
118 of 135 people (87%) found this review helpful
4 people found this review funny
37.4 hrs on record
Posted: November 25, 2015
As a fan of dungeon-crawlers, I'm always on the lookout for something new. This is an underrepresented genre on Steam, which is actually rather surprising. Wizardry, The Bard's Tale, Might & Magic, and numerous other grid-based franchises got their start on computers, so one would assume there'd be more games to "carry the torch". It's understandable, considering how niche the genre has become, but I can't get enough of them. Managames' The Fall of the Dungeon Guardians is an extremely adept dungeon-crawler, and does more than enough to quench anyone's thirst.

Considering the genre, you can't go into this game expecting much in the way of plot. You're several miles deep in a labyrinthian prison, and all of the in-mates have broken free. There are also a plethora of fell-beasts inhabitating the halls because...why not? It's on you to put together a party of four to find the prisoners and escape this nightmare. Like other dungeon-crawlers, this game emphasizes exploration and combat above all else. Your survival is dependent on coming to grips with the battle-system, finding better loot, and never taking anything for granted.

One of the interesting aspects of this game is the class-system. Each class is denoted by their role in battle. Basically you'll want a party consisting of a tank, two damage dealers, and a healer. These roles are self-explanatory, and utilizing them to their fullest extent is mandatory in order to progress. I really like this system, because everyone has to pull their own weight. In RPGs, there tends to be times where party-members aren't really doing anything. They're just another bum with a sword, and you invest in their growth until eventually they learn a spell, or get some important piece of equipment that makes them really useful. Not so with this game, everyone has to play their part, or the entire party will be wiped out.

Combat itself is "real-time with pauses", which suits the class-system just fine. Most abilities operate on cool-down timers, so it's up to you to rotate through them, while paying attention to the current situation. The tank has numerous methods for pulling aggro, but you still have to keep your over-zealous mages in check, because they can get crushed in a few hits. You also have to pay attention to what the enemy is doing. Their next move is always shown on-screen, so you have ample time to prepare. Over time, you might find that certain strategies are effective at dealing with most mobs of monsters, but you always have to take great care in handling Elite foes and bosses. Every boss in this game has a particularly unique aspect that makes for fresh and exciting battles. There are also a handful of instances where moving around can be advantageous, so that's worth keeping in mind as well.

This game's approach to difficulty is very fluid. There will come a time where you'll feel like you're truly stuck. You've exhausted every available tactic, found the best equipment possible, but you just can't seem to beat that next boss. This is the part where you decide on what to do next. The difficulty in this game is thoroughly balanced, so it shouldn't be impossible for a decent party. However, if that hopeless feeling gets the better of you, the difficulty can be customized at any time. So if you think you could beat the boss if he had 10, 5, or even 1% less health, then sure...go for it. You can always re-adjust the difficulty later. Alternatively, if things are getting too easy (or not punishing enough), you can raise the settings.

Playing around with the difficulty sliders is also helpful if you're using different parties. If for example you wanted a party of four damage-dealers, you could adjust the settings until that becomes an actually viable tactic. It's a neat idea, and while I find the relationship between tanks, healers, and damage dealers to be far more exciting, the level of freedom is still welcome. Experimenting with the difficulty and how it affects various party make-ups can be compelling in itself. There is still plenty of challenge for the purists, who would rather focus on improving their tactics than take the easy way out. Best of all, this system completely defeats the purpose of grinding. Not that you would if you could anyway, since there are a limited number of monsters on every level. Still, it has all of the functionality of making the game easier, but without the large time investment. The 20+ hours you invest into a play-through of this game are going to be spent purely adventuring, not running in-between tiles to fight random encounters.

Another particularly nice attribute of this game is that you won't spend a lot of the time saving & reloading. When it comes to dungeon-crawlers, I tend to play very conservatively. If somebody dies, I reload my last save. If I get back-attacked and I know somebody won't survive the encounter, I reload my last save. The stats I gain from my level-up aren't good enough? Yep, that last save is getting reloaded for certain. It gets annoying after awhile. With this game however, it isn't really necessary. For one, everyone receives experience, even if they lose all of their HP during battle. Characters that are knocked out also recovery shortly afterwards, and HP/MP replenishes quickly. This, combined with the lack of load-times when moving between levels, makes the game really appealing to play. While there are brutally powerful attacks, there's nothing that can really be considered an insta-death spell. If your party is wiped out, you can't blame the Gods of RNG.

The dungeons in this game are all very good. While combat is definitely favored, there are some puzzles to figure out, and even a few devious ones that lead to substantial gear-upgrades. Each level has unique qualities that help it stand out, and the designs don't go overboard, so nothing ever feels like a gimmick. This creates a very natural sense of exploration. It's rewarding to poke around, and since every floor takes about an hour or so to complete, you can make substantial progress in a reasonable amount of time. Also, keep in mind that the time spent on each level can extend dramatically, depending on your difficulty settings.

With its great battle-system, unique approach to difficulty, and a sizable amount of content, The Fall of the Dungeon Guardians is an easy recommendation.

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45 of 47 people (96%) found this review helpful
248.9 hrs on record
Posted: July 17
TL;DR for the Gamers:

If you enjoy a good dungeon crawler and games like Wizardry and Dungeon Master (or more recent titles inspired by these classics), but tire of the classic square-dance mechanics of most modern entries into this genre, then you could easily fall in love with the Fall of the Dungeon Guardians. This game mixes the feel of real-time combat with turn-based strategy through skill queues and a unique pause/play system. It features an optional slider to customize the battle speed (if you would rather handle party actions in real-time) and in-game pause with a menu full of auto-pause options reminiscent of games like Baldur's Gate, Icewind Dale, and Pillars of Eternity (for those of you who like to crank up the difficulty and sit back to think). With a variety of races, classes with their own sets of specializations, and the ability to create hybrid specializations, party creation and customization is definitely available here. Mix these features with auto-attacks, cooldown skills, and a solid threat management system, and you get a highly addictive dungeon crawler that plays like nothing I have ever experienced before. And, with a variety of difficulty settings covering the spectrum from casual adventurer to die-hard tactician, there is a comfort zone for anyone.

TL;DR for the Custom Content Creators:

If you have that creative itch for in-depth level design, custom adventures and complex puzzles, look no further. While the level editor did have some quirks when I began playing around with it, these were addressed almost immediatley by the developer and you can rest assured that any issues you may encounter will be resolved just as quickly. With features including flexible 3D grid-based mapping with a wide variety of built-in assets, triggers and targets, and items, monsters, and gear that scales to the level of your choosing, the possibilities seem endless. I would definitely be interested in building a community of content creators for this title and I hope to see you all in the workshop.


I will tell you a little story. I like difficult games. My first play-through of a game is usually on Hard or above (depending on the genre). So I bought this game last November, installed it and failed at it miserably. Everything was happening so fast and I didn't really understand the mechanics at the time. The only thing I knew was that it got my attention. It got my attention with a sledgehammer to the face. You see, I have been playing Dungeon Crawlers since the 1980s when I was in grade school. I played games like Tunnels of Doom, Wizardry: Proving Grounds of the Mad Overlord, The Bard's Tale, and over the years many others that followed in the footsteps of these games.

I had never played any of the Dungeon Master games or any of the real-time grid-crawlers inspired by that series until I found the game Legend of Grimrock a few years back. I played the Legend of Grimrock games tirelessly, dancing around monsters and hacking away at them with my party. Although I enjoyed my time with those games immensely, there was something missing. The thing I was missing was that classic Wizardry feel. There was something special about turn-based strategy and that excitement you get when things get crazy and you have to sit there for a few minutes to plan out that "winning strategy" and hoping it works the way you think it will.

The square-dance action-oriented dungeon crawlers are definitely fun, but they too often feel like a hack, slash, hack, shoot, fire, slash, shoot, ice ... button-masher. After several months, when I finally mustered the courage to take on this game once more, I took my time trying to understand all the factors in the threat-management system and the basic controls for auto-attacking and cooldowns (sorry, but I don't play MMOs so these concepts are relatively new to me). Suddenly, I found myself systematically tearing down mobs, micromanaging threat and aggro, and developing strategies for my customized party for those long battles against elites and bosses.

It was at this point that I felt it again, that nostalgic feeling I used to get from those old turn-based crawlers, but this time it was different. Everything was happening in real-time, but I could pause the action at any time to redo my skill queues and rethink strategies, change my characters' targets and quaff potions, and get solid, moment to moment feedback on the threat my characters are generating with their attacks. Here it was, right in front of my face the whole time, waiting for me to give it a solid chance. What was it? It was the game that meshed those 2 very different styles of games into one easy to swallow package. I had the real-time action that gripped me in LoG mixed with the tactical playstyle from the Wizardry franchise and I wasn't going anywhere for quite a while.

Just to think I almost let this title sit in my library collecting dust, simply because I didn't try to understand the mechanics. I have put quite a few hours into this game now and all those games I picked up during the summer sale are just collecting dust instead, waiting for my time with Fall of the Dungeon Guardians to come to an end. Secretly, I know this will be in the distant future. Between the main story campaign and the in-depth map editor, I will be focusing on this one for a long time.


For Gamers:

- Tank and Spank playstyle that focuses on strategy, not finger dexterity and click-spamming
- Intricate threat management system that requires lots of attention on higher difficulties
- 5 races and 4 character classes with 3 specializations for each class and cross-specialization within each class
- Unique boss fights with their own fight mechanics
- Some puzzles in the main game but not so many that you have to spend hours studying pixels
- Monsters scaled to dungeon level so you should never get that "walking-simulation feel"
- A "No Spiders" workshop mod for the arachnophobes out there
- Targetted loot drops so you will not find bows if you have no archer
- Random loot drops with varying stats so each playthrough doesn't give you the same items
- Options to customize your game experience (difficulty, game flow, auto-mapping, custom key-binding)

For Content Creators:

- A highly in-depth editor with SDK mod support for user-created content and workshop mods
- 3D dungeon modeling with plenty of built-in assets
- Weapons, armors, and jewelry that can be scaled to a specific level for solid control of loot drops
- Monsters that can be scaled so you can create equally challenging skeleton champions at level 2 and level 13
- A wide variety of triggers and targets for a wide variety of puzzle-builders
- Very fast developer response to in-game editor issues and bug-fixes
- The developer has created triggers and custom variants of in-game assets by request


For Gamers:

- While the story is interesting, this was clearly a game made for mechanics and not story-telling
- You need to understand how the mechanics work or you may need to play on easy difficulties to succeed
- A limited in-game tutorial means you may need to ask questions in the forums to fully understand the battle system
- A lack of character portraits (you can subscribe to a workshop mod that adds a lot more to the pool)
- Until you get a variety of skills, the early-game combat can be a bit repetitive (to make learning easier I suppose)
- A current lack of custom content

For Content Creators:

- The editor tools can be a bit confusing at first, so you may need to ask around to understand how things work
- There are some quirks in the editor (which the developer is quick to fix if you let him know they exist)
- The top-down, 3D view in the editor takes some getting used to
- Limited copy/paste options
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Recently Posted
1.3 hrs
Posted: September 24
I've played dungeon games since long before there were computers to play tyhem on. Played 90% of the RPG's on PC or console as well. Game would be great except for a couple things...

- Contrary to the complaints about "roles", you can custom build characters of various classes.
- Great big lists of options! Love that in any game.
- Nice graphics. Would like a depth blur.

- The cluster of tiny icons in the center of the screen doesn't look good. Perhaps an option to move at least the portriats of the caracters to the bottom corners and an option for LARGER icons. A hi(ish)-res screen, coupled with not 20/20 vision and I can't tell what half of them are. They tiny , saquare icons are a major issue for me. I don't want to play a game of hunting minute icons on a screed. I can't watch the action.
- Hate to say it, but it crashed in the first half hour.

PLEASE, update to include a fix for the icon size or positions! Could look SO mich better. I will keep playing, and check again to see after updates.

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A developer has responded on Sep 24 @ 8:17am
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96.5 hrs
Posted: August 18
I will make this a simple review.

I really like this game, but almost rage quit a few times. Thankfully, youtube let's play video gave me enough hints to get through it.


Superb looking monsters
Difficulty that you can customize
Nice level design
Skill trees are well thought out for leveling up your characters
Puzzles that are optional---I hate puzzles!
Reminds me of WOW


Can get grindy at times.
You can get lost easily in the mazes, but you can turn on the auto map feature even before you find the maps
Loot is too randomized...if you complete a hard puzzle or defeat a boss the loot should be unique, not just a better stat booster
There are no pirate monkeys in this game and pirate monkeys rule!
Helpful? Yes No Funny
A developer has responded on Aug 18 @ 11:55pm
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