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Dungeonmans

Dungeonmans

Developed by
Adventurepro Games LLC
Published by
Adventurepro Games LLC

$14.99

Crush monsters and get loots in the classic turn-based style of deep dungeons and high adventure! Grow the Dungeonmans Academy, a bastion of learning that expands as you play. Serious gameplay with a light-hearted atmosphere, combining the feel of history's great RPGs and dice-slinging adventures around the tabletop.

Consensus
C69.8/100
Steam players90.9% positiveVery Positive1,234 reviews
Metacritic ↗Users: 6.5/10
VG Insights estimate ↗≈58K copies · ≈$594K gross

What creators say

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Part 1 (Sep 2023) · #14 of 14 in that tierWatch the moment (0:49:02)

Tier list Part 1 (2023)

Dungeonmans is a turn-based, top-down roguelike where you explore areas and unlock different abilities. PepperHead admits he did not play it much; it felt overwhelming on first try and he never fully got into it. The minimalistic, older look put him off, and he found there was a lot to manage and keep track of. He might return to it someday but has more fun with other games in the genre, so it lands in low C.

Liked

  • Turn-based top-down exploration across different areas
  • Unlocking a variety of different abilities
  • Plenty of loot and things to manage, giving depth
  • He is open to coming back and trying it again

Disliked

  • Felt overwhelming when he first started playing
  • Very minimalistic animation and an older look that he struggled with
  • Presentation felt flat, like just looking down on a map area
  • Too much loot and too many things to keep track of
  • Other games in the genre were more fun for him

What players say

A turn-based, grid-based traditional roguelike from Adventurepro Games in which each dead hero feeds a persistent Dungeonmans Academy hub that strengthens future characters, wrapped in a light, joke-heavy fantasy tone.

Players rate it Very Positive on Steam (about 91% of roughly 1,230 reviews), and the recurring verdict is that it is an unusually welcoming traditional roguelike with real depth and a clever meta-progression loop. Critical coverage is thin: only two critic reviews sit on Metacritic (RPG Fan 85, Twinfinite 40), so no Metascore exists, and the six-rating user score of 6.5 is too small to mean much. It is not abandoned: it had a 2013 Kickstarter, Early Access, a full release in Dec 2014, and still draws praise for updates more than a decade later, including new classes and a daily challenge mentioned in 2026 reviews. The player base is now small (a few concurrent users per Steam data, and one reviewer jokes that only a handful of players remain) and the game is Windows-only. Criticism centers on tiny UI text, clunky inventory and controls, divisive humor, and difficulty spikes around the early-to-mid game.

Players love

  • Academy meta-progression: fallen heroes leave gear, experience and deeds that permanently upgrade the hub, so every death still feels like progress
  • Unusually accessible for a traditional roguelike while keeping permadeath and tactical depth, praised by both newcomers and genre veterans
  • Flexible mastery/skill system that lets you mix skills across classes, with special Master's Programs for effective combinations and lots of fun build experiments
  • Humor and personality: silly names, corny jokes, enemy sound barks, battle poultry; many reviewers say it never takes itself too seriously
  • Large open, persistent world with many monsters, dungeon and battlefield types and hidden discoveries (Steam lists 75+ abilities, 50+ enemy types, 12 dungeon types)
  • Soundtrack and charming sprite art, with RPG Fan singling out the PS1-era Final Fantasy-style music
  • Long-running developer support: multiple reviewers credit patches, new content and responsive bug fixing over 12+ years
  • Strong long-term hook: reviewers with 100-270 hours describe a 'one more dungeon' pull and a game that keeps getting better with updates

Common complaints

  • Tiny, unscalable UI text at 1080p and above; the most upvoted negative Steam review is about unreadable fonts
  • Clunky controls and inventory: delayed ability firing in a turn-based game, hard-to-find potions, a small scroll button on the quick bar with a hotkey clashing with a system key
  • Bugs noted in reviews: targeting cursor problems, map generation issues, inaccessible graves (RPG Fan), and misbehavior when alt-tabbing (Steam review)
  • Twinfinite scored it 40, calling gameplay stiff with unintuitive controls
  • Difficulty spikes: bosses in the second dungeon and around character level 10 can one-shot players, and triple-stacked tigers became a well-known killer
  • Windows only (no Mac or Linux) per the Steam store data
  • Name and naming quirks, such as no duplicate character names and no random name option
  • Some reviewers say builds are unbalanced toward ranged combat and that replayability trails other roguelikes

Can feel tedious

  • Pre-mid-game stretches can feel repetitive, with one reviewer finding early game slow before it opens up
  • Academy progress is tied to dying, which some players find forced and others find it makes losses feel like a chore
  • Over-the-top humor and forced jokes grate on some players to the point of killing motivation
  • Being one-shotted by bosses or special enemies after long runs feels unfair to some players
  • Finding the right item in a clumsy inventory takes time mid-fight
  • A gold-statue gambling mechanic was heavily nerfed, which annoyed players who enjoyed the risk and whose characters were wiped by its punishment

What's unique

  • The Academy hub is a persistent, growing base that turns every death into long-term progression instead of a pure reset
  • Dead heroes leave graves, loot and deeds for successors, and legendary heroes can eventually train later characters
  • Lighthearted, tabletop-RPG tone that deliberately lowers the intimidation of the traditional roguelike genre
  • Multi-mastery characters rather than fixed classes, so you can build combinations like a necro-archer
  • Whimsical extras such as battle poultry and a daily challenge that doesn't add to your graveyard
  • Open overworld with wilderness zones, ruined strongholds and places of power alongside dungeons

Players want

  • Scalable UI and larger fonts
  • Better inventory handling and quick-access bar, with more forgiving controls so abilities cannot misfire a turn later
  • More build variety, more passive skills and deeper skill trees; some builds are clearly stronger than others
  • Clearer feedback on what upgrading each Academy room actually gives you, since some rooms feel cosmetic or one-time
  • More crafting, alchemy and enchanting options beyond NPC services
  • More end-game content, requested in Steam community threads; also Steam Deck camera pan/zoom and control improvements

Summarised from Steam reviews and community discussion.

Steam tags

Traditional RoguelikeRogue-likeGrid-Based MovementRPGIndieTurn-BasedStrategyAdventureLootDungeon Crawler

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