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:
Recent:
Very Positive (15 reviews) - 86% of the 15 user reviews in the last 30 days are positive.
Overall:
Very Positive (173 reviews) - 83% of the 173 user reviews for this game are positive.
Release Date: Nov 6, 2015

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy The Fall of the Dungeon Guardians

Downloadable Content For This Game

 

Recent updates View all (9)

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 .

http://steamcommunity.com/sharedfiles/filedetails/?id=728026358

2 comments Read more

May 16

New Difficulty Level

Hello,

the Soldier difficulty has been added.

After the initial game release back in last November, I lowered the Adventurer difficulty to better match the average expectation of the Dungeon Crawler fans. This created an important gap with the next difficulty, named Warrior, which is more aimed to Veteran players of Tactical Combat games, and could be seen as an "Hard" mode for such kind of game.

This is why I added the Soldier difficulty, which could be seen as a "Hard" mode for the Dungeon Crawler fans and a "Normal" mode for the Tactical Combat fans.

In both cases, I hope you'll enjoy it and that it will help you to get a more fair start in the game ! :-)

Note: the 1st dungeon level is much easier than the next ones, to give you time to learn the game's base mechanisms.

Complete changelog since game release can be seen here : http://steamcommunity.com/app/409450/discussions/0/490123727974362306 .

4 comments Read more

Reviews

“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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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.
    Recommended:
    • 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
    Minimum:
    • 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.
    Recommended:
    • 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
    Minimum:
    • 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.
    Recommended:
    • 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
Customer Review system updated! Learn more
Recent:
Very Positive (15 reviews)
Overall:
Very Positive (173 reviews)
Recently Posted
Eyune
( 43.0 hrs on record )
Posted: July 25
"You must learn how to FALL before you even begin to CRAWL" - Some random wise chinese philosopher.

The FALL of the Dungeon Guardians.

A MMO-styled combat dungeon CRAWLer.


Helpful? Yes No Funny
themastertrevor
( 3.5 hrs on record )
Posted: July 24
This is my first First-Person Dungeon Crawler and holy SH!T is it a ton of fun. The controls take some getting used to (it's like tank controls but on WADS or the num pad. It's not bad but it definitly takes some adjustment. The graphics are lovely (for unity anyways) very atmospheric and engrossing. The audio is noteworthy, I've been playing w/ headphones in and the volume cranked and it's definitly a stressful, scary, intimidating experience roaming this dungeon w/ such quallity sounds creeping down my neck. Blegh, I just creeped my self out remembering. Most excellent. The gameplay is slow by modern standards (interactions are inherrently awkward) but it's fully functionnal and easy to adjust too. Much easier than the movement controls. I highly reccomend playing this. I'm having a really good time playing it. It's definitly sucking me in. I know understand why people play and like the genera of game. Hooray!
Helpful? Yes No Funny
Styx
( 1.1 hrs on record )
Posted: July 23
Fall of the Dungeon Guardians tries to do something new with the dungeon crawler genre and it introduces a few potentially nice tweaks like being able to move the camera around. However it also manages to suck all the fun out the combat, and it feels like you've lost a lot of the rpg elements you expected.

If you're a fan of dungeon master, go play that again or either of the legend of grimrock games.
Helpful? Yes No Funny
 
A developer has responded on Jul 25 @ 9:41am
(view response)
mayrc
( 46.6 hrs on record )
Posted: July 23
Good game! Recomendable even for Turnbased fans since you can slow time and autopause. Good UI and balanced difficulty-Levels. For the Price you are getting alot of Fun!
Helpful? Yes No Funny
RocketScientist
( 40.2 hrs on record )
Posted: July 23
Original Post - Now totally out of date...

This is just a poor man's Legend of Grimrock, however, if you liked that, then chances are you will like this - I didn't (though I completed LoG, because I had it and wanted to give it a chance). Nevertheless, the game is an almost identical clone of LoG, inasmuch as the look of the dungeons, the way the enemies appear (groups of four, etc.) and the fights.

My main reason for disliking this is the poorly implemented pause function during combat and the combat itself - it is not intuitive and takes time to understand (still not sure I did!). What is clear is that it is not turn based, though the description is somewhat vague about this, which is why I got it.

All in all, it left me cold. Had this truly been turn based, then this would have been a different matter. Still, I had to give this a go, just in case. Upshot - I requested a refund.

Edit in reply to comments and my opinion of the game....

I am glad for the comments – it makes the development with feedback more interactive and this is something that is important.

I have eaten humble pie and taken on-board the comments and all I can say is 'Mea Culpa' - I should have read the manual more carefully regarding combat! Now that I have got the hang of it, the game is rather engaging and I have changed my mind – for me, it is better than LoG and I would definitely recommend it.

Take my example – do not rush into this like I did, READ the manual to understand the game mechanics. If you get into a sticky situation in-game, then just customise the difficulty level as you play. This is a really good dungeon crawler once you master the game mechanics!

The combat system allows you to think carefully about what you are going to do next. It is important to review your tactics, as different enemies require different approaches and you can change the speed, difficulty level on a pause by pause and enemy by enemy basis.

All I am going to say to the developer (ManuTOO) is, can we have a fully open world RPG based on this please!
Helpful? Yes No Funny
 
A developer has responded on Jul 24 @ 12:46am
(view response)
knighthawk99
( 13.6 hrs on record )
Posted: July 22
Had some problems in the beginning, but ManuTOO pointed out that I needed to reboot after installing the game, and that worked.

Now slowly working way through the first level and enjoying it pretty well. The only minor gripe I have is that you have to keep telling your people to keep attacking. There should be an auto attack that keeps going after the guy you dropped goes down, and some other critter takes his place. I'm playing on easiest just to get the feel of the game. It does have a very nice feeling of playing D&D in the way it was meant to be played.
Helpful? Yes No Funny
 
A developer has responded on Jul 22 @ 2:38pm
(view response)
MrMuse
( 0.6 hrs on record )
Posted: July 21
Okay I'm going to update this review as soon as I've spent more time with the game so for now this is purely for people on my friend list who read my reviews on a regular basis (call it an emergency review while it's on sale if you like). Does the MMO mechanic work with a Dungeon Crawler? Yes. Is the game perfect? No. Should you buy it? Most definitely. Happy to answer any questions.
Helpful? Yes No Funny
SittingDuck
( 2.4 hrs on record )
Posted: July 19
It's fun.
Helpful? Yes No Funny
mad_myke
( 215.9 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.

Story-time:

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.

Pros:

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

Cons:

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
Helpful? Yes No Funny
JFarthing
( 17.7 hrs on record )
Posted: July 17
Take Legend of Grimrock, tone the square dancing and puzzles waaay down, add actual character development options and role-based combat mechanics. If you're number-crunching power gamer that loves dungeons and getting your $^% handed to you, this is an easy pick.

In any case, as a lover of dungeon crawlers, this game is ridiculously underrated. It's the first one I've ever played where I can just worry about how hard I'm smashing enemies and not about where the obscured secret button is to progress in the game.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
35 of 36 people (97%) found this review helpful
Recommended
215.9 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.

Story-time:

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.

Pros:

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

Cons:

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
Was this review helpful? Yes No Funny
12 of 13 people (92%) found this review helpful
1 person found this review funny
Recommended
28.3 hrs on record
Posted: July 3
SUMMARY
Fun, tactical dungeon crawler. Differentiates itself with it's tactical combat. Highly recommended for fans of the genre or RPG enthusiasts.

PROS
*Great tactical combat, it's real-time but you can pause any time and queue up to 3 commands to each party member. *Combats are tightly balanced on the middle difficulty level (I haven't tried the easier or harder difficulties yet) and you can't auto-pilot through them. You'll need to think and plan a bit.

*12 different classes plus the ability to buy skills in other classes skill trees offers solid replayability.

*Levels are large and reasonably complex. each level is taking me about 90-120 minutes to 'clear'.

*Good options for fine-tuning. The difficulty slider has like eight settings and you can also turn on "helpers" such as item highlight and automap from start (otherwise you have to find a physical map hidden on each level). I enjoy hunting for the map on each level, but it's nice that the developer included an option for those who may not like doing so.

*Runs fine on my older PC even on the 'fantastic' graphics setting.

CONS
*'Fantastic' graphics are actually just good to fair. Nothing to complain about, but nothing to do a cartwheel over either.

*Targeting is not intuitive. I wish it was easier to pick targets for each party member and see what each of my 4 members had as their current target.

*Highlights in combat are meh. In order to see which party member is targetted by a monster you need to mouse over them and the color of the highlight around the monster tells you that party members threat-level. The highlights are not the easiest thing to see and sometimesI have a hard time telling if monsters in the back row have my tank targeted or not. I'd wish this information was conveyed more effectively. EDIT: If a character is targeted the frame around their portrait is red, this is easier to see then the highlights on the enemies.

*The artwork for the character portraits is limited. I don't mind the style, but there could be more to choose from. It would have been nice to be able to import my own. EDIT: It's easy to swap or add portraits with the Modding SDK.

OTHER
The game seems to borrow a few ideas from World of Warcraft. Some of the classes and abilities are reminiscent of WoW and the game uses the tank-healer-DPS model that many MMOs have. If you've never played one of these MMOs it may take some getting used to; the concept is a bit different than other dungeon crawls such as Grimrock or the venerable Eye of the Beholder. Personally, I think it works really well and lends the game a unique twist.
Was this review helpful? Yes No Funny
 
A developer has responded on Jul 4 @ 11:22am
(view response)
9 of 9 people (100%) found this review helpful
1 person found this review funny
Recommended
17.7 hrs on record
Posted: July 17
Take Legend of Grimrock, tone the square dancing and puzzles waaay down, add actual character development options and role-based combat mechanics. If you're number-crunching power gamer that loves dungeons and getting your $^% handed to you, this is an easy pick.

In any case, as a lover of dungeon crawlers, this game is ridiculously underrated. It's the first one I've ever played where I can just worry about how hard I'm smashing enemies and not about where the obscured secret button is to progress in the game.
Was this review helpful? Yes No Funny
6 of 7 people (86%) found this review helpful
Recommended
3.5 hrs on record
Posted: July 24
This is my first First-Person Dungeon Crawler and holy SH!T is it a ton of fun. The controls take some getting used to (it's like tank controls but on WADS or the num pad. It's not bad but it definitly takes some adjustment. The graphics are lovely (for unity anyways) very atmospheric and engrossing. The audio is noteworthy, I've been playing w/ headphones in and the volume cranked and it's definitly a stressful, scary, intimidating experience roaming this dungeon w/ such quallity sounds creeping down my neck. Blegh, I just creeped my self out remembering. Most excellent. The gameplay is slow by modern standards (interactions are inherrently awkward) but it's fully functionnal and easy to adjust too. Much easier than the movement controls. I highly reccomend playing this. I'm having a really good time playing it. It's definitly sucking me in. I know understand why people play and like the genera of game. Hooray!
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
Recommended
40.2 hrs on record
Posted: July 23
Original Post - Now totally out of date...

This is just a poor man's Legend of Grimrock, however, if you liked that, then chances are you will like this - I didn't (though I completed LoG, because I had it and wanted to give it a chance). Nevertheless, the game is an almost identical clone of LoG, inasmuch as the look of the dungeons, the way the enemies appear (groups of four, etc.) and the fights.

My main reason for disliking this is the poorly implemented pause function during combat and the combat itself - it is not intuitive and takes time to understand (still not sure I did!). What is clear is that it is not turn based, though the description is somewhat vague about this, which is why I got it.

All in all, it left me cold. Had this truly been turn based, then this would have been a different matter. Still, I had to give this a go, just in case. Upshot - I requested a refund.

Edit in reply to comments and my opinion of the game....

I am glad for the comments – it makes the development with feedback more interactive and this is something that is important.

I have eaten humble pie and taken on-board the comments and all I can say is 'Mea Culpa' - I should have read the manual more carefully regarding combat! Now that I have got the hang of it, the game is rather engaging and I have changed my mind – for me, it is better than LoG and I would definitely recommend it.

Take my example – do not rush into this like I did, READ the manual to understand the game mechanics. If you get into a sticky situation in-game, then just customise the difficulty level as you play. This is a really good dungeon crawler once you master the game mechanics!

The combat system allows you to think carefully about what you are going to do next. It is important to review your tactics, as different enemies require different approaches and you can change the speed, difficulty level on a pause by pause and enemy by enemy basis.

All I am going to say to the developer (ManuTOO) is, can we have a fully open world RPG based on this please!
Was this review helpful? Yes No Funny
 
A developer has responded on Jul 24 @ 12:46am
(view response)
4 of 4 people (100%) found this review helpful
Recommended
46.6 hrs on record
Posted: July 23
Good game! Recomendable even for Turnbased fans since you can slow time and autopause. Good UI and balanced difficulty-Levels. For the Price you are getting alot of Fun!
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
Recommended
13.6 hrs on record
Posted: July 22
Had some problems in the beginning, but ManuTOO pointed out that I needed to reboot after installing the game, and that worked.

Now slowly working way through the first level and enjoying it pretty well. The only minor gripe I have is that you have to keep telling your people to keep attacking. There should be an auto attack that keeps going after the guy you dropped goes down, and some other critter takes his place. I'm playing on easiest just to get the feel of the game. It does have a very nice feeling of playing D&D in the way it was meant to be played.
Was this review helpful? Yes No Funny
 
A developer has responded on Jul 22 @ 2:38pm
(view response)
3 of 3 people (100%) found this review helpful
3 people found this review funny
Recommended
43.0 hrs on record
Posted: July 25
"You must learn how to FALL before you even begin to CRAWL" - Some random wise chinese philosopher.

The FALL of the Dungeon Guardians.

A MMO-styled combat dungeon CRAWLer.


Was this review helpful? Yes No Funny
4 of 5 people (80%) found this review helpful
Recommended
0.6 hrs on record
Posted: July 21
Okay I'm going to update this review as soon as I've spent more time with the game so for now this is purely for people on my friend list who read my reviews on a regular basis (call it an emergency review while it's on sale if you like). Does the MMO mechanic work with a Dungeon Crawler? Yes. Is the game perfect? No. Should you buy it? Most definitely. Happy to answer any questions.
Was this review helpful? Yes No Funny
5 of 8 people (63%) found this review helpful