
A rogue-like deck-building experience coupled with table top battles. Choose a hero and allegiance then dive deep into the dungeon, evolving your deck for survival. Each choice you make matters, even in between battles!


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
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| Italienisch |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
The game is definitely in an impressive state for an early access title. Props to the devs for releasing a stable game with some fairly fleshed-out mechanics. The price seems very fair for what the game offers and the art is quite well done. But what of the actual game mechanisms themselves? I've only played a few runs, but here's some first impressions for those that enjoy similar games in the genre. (Slay the Spire, Darkest Dungeon, Neoverse, etc.) Combat: Combat revolves around a central grid in which diagonal movement and attacks are prohibited. So, naturally, much of your strategic focus is going to center around unit positioning. (Where should I put my ranged units? Where should I place my buffers? Am I vulnerable to their melee units? etc.) I think its fair to say, if you like these types of decisions, you'll enjoy this game even in its early access state. Death and progressio
I'm editing my review now. It's been quite some time since I first posted it. I still enjoy playing this game. It has issues still, but overall I have fun playing it and I think that is what is important. The biggest thing that bothers me about it is that I still don't feel the need to use spells. Board control is so important, for almost any class. In the first few turns I focus on getting as many units down as I can and blocking off the spaces around the enemy hero. This feels really strong and so I rarely feel the need to use spells. On top of that, spells are often pretty situational. There are some good spell don't get me wrong, but there seem to be a lot of weak ones too. A weak unit at least gives you board control where a weak spell gives you nothing, just a wasted slot in your hand. Once again, overall I still enjoy playing the game. I just wish I was more motivated to try sp
While DungeonTop makes good use of grid based battles, balance issues plague DungeonTop. Almost no random event is worth taking, and most runs end with the same strategies being dominant run after run. Other oddities exist, such as a lack of class specific cards to be unlocked. Each new card can appear for any class, leaving you with cards with no synergy in your faction your draft picks. Additionally, many cards in DungeonTop feel as if they have no home in any deck. This eventually leaves you with all remaining unlocks being choices to pollute your draft pool for every future run on that save file. It's a shame, because DungeonTop in it's core has strong enough center to standout in it's own in a sea of deckbuilder roguelikes, but fails to stick the landing. Maybe pick it up on sale if you're a student of game design, or desperate for more deckbuilding, otherwise you should look els
Hi devs, it's a very good game full of interesting mechanics! My only gripes are the lack of save when you finally reach the lowest dungeon and have information that further dungeons are to be developed. Please give a save option - I have build my mage during a few hours and I want to retain it. Otherwise, it's a very solid product and I can wholeheartedly recommend it to deckbuilder-lovers.
Average game Gameplay loop: 1) Pick a mode (there are a few) 2) Select one of 3 characters (1 unlocked and 2 locked) 3) Select a starting deck out of 3 4) Explore a grid dungeon 5) Fight enemies in a grid based tactical battle via your cards 6) Encounter some events 7) Fight boss. Did you kill the boss? If not go back to step 1 8) Go back to step 4 for 2 more times (three levels in total) Why I don't recommend it * The game is simple. A little too much. Even the tactical battles boils down to relatively the same thing over time * One of the classes is broken. You'll feel like a god playing it and it's not much fun due to this * The game is actually easier and faster if you don't summon minions. Unfortunately summing minions is a core of the game... * The map exploration is a waste of time. There's really no sense of exploration and is tedious. I give this game 2 gold out of 4
Excellent game. Don't be put off by its casual look. Whilst this is a great game for picking up during slow spells at work, lunch breaks etc, it has masses of hidden strategic depth. Also don't be fooled into thinking it's simplistic by the easy start. Winning with mage is tough even on beginner difficulty and on harder difficulties winning with any character will be dependant on clever deck construction. There are 3 character types Warrior, Rogue, and Mage; 3 starter decks for each of these that work very differently, then there are the well balanced difficulty levels to challenge you all over again with all of the above together with several alternative game modes including the excellent draft mode to really shake up your starter deck. You also spend points gained or saved from successful runs to unlock new and powerful cards. Given its rogue-like nature the game is near perfect as i


Win a Seasons Mode run after finding both Santa and Krampus during that run.

Defeat the Boss of the second floor with Rogue

Defeat the Boss of the second floor for the Tribes of the North

Defeat the Boss of the third floor with Rogue

Defeat the Boss of the first floor with Rogue
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