
Set in the Dark Ages, Devious Dungeon is a medieval focused action platformer title. Under orders by the King, you will assume the control of a Knight instructed to head into the catacombs beneath the Kingdom, to slay the fowl beasts and monstrosities that have invaded the murky depths. You must venture deep within the dungeons eliminating the threat! Slay monsters, collect loot, level up and upgrade your gear. Only a true champion will be victorious!


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Langue | Interface | Audio complet | Sous-titres |
|---|---|---|---|
| Anglais | |||
| Allemand | |||
| Français | |||
| Espagnol | |||
| Traditional Chinese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Follow our curator page: IndieGems if you like and want to see more reviews like this one. Devious Dungeon was ready months ago, and I played end of April/early May. And I really wasn't sure if it was going to just get swept under the rugs for some unclear reason. But it finally released into the Steam store without much fanfare last week. At its base, it's a retro-style pixelated action platformer with some very simplistic RPG style upgrades. There are 5 zones each with its own checkpoints within and a boss at the end of each zone. There are two difficulty levels that just give the enemies some extra health as far as I could tell. It's definitely a reasonable game for what it's trying to do, give players a casual action platforming experience without needing to do too much thinking or face too much difficulty. The levels undergo some procedural generation, but the objective for each
Blech, wasted 5000 Chrono coins on this. It's a stupid mobile game ported to PC, at least that's what it feels like. No in-app-purchases though, so it's got that going for it. Unfortunately, it's far too basic, has ♥♥♥♥ controls, and zero tactics. The maps are just random, but it just means you have to backtrack a lot. I'd rather they were linear. There are xp based levels that give you Str, Dex, or Con. I chose strength every time, and upgraded my weapon every chance I got, and several of the enemies that just run back and forth, couldn't be killed before they ran me down. There's gear upgrades for money (weapon, armor, potion, ring, amulet) but you have to buy them one step at a time, even if you could afford something 3 levels higher. Right now it's on sale for $1.50 which I guess is about right...but don't get it at normal price.
Got this because it was on sale for 50 cents and had positive ratings. Unfortunately it's not all that great. The art style and animations are quite nice, but the gameplay is really flat. I'm aware I have very little time on record, but from what I've seen of the upgrade tree and even what's on display in the trailer, there's nothing to look forward to. Combat is basically just 'hold the button until the enemy dies', with absolutely no meaningful difference between the weapons aside from damage and attack speed. There's no dodge, no block, no different movesets, no abilities or sub-items. Nothing. You just walk up to an enemy and hold the attack button until they die. The early maps are pretty basic, with your typical platforms and spike floors, but they all felt the same and due to some weird responsiveness issue with the jump button, they were pretty boring to go through. I also
+ Randomly procedural dungeons - very short game until you meets a boss - Uninteresting combat mechanics, no shield to defend - You need to smack a wodden box 3 times before money comes out so you keep spending time on smacking boxes more than fighting enemies
It's fun, but needs a bit of polish. Often when I let go of the walk key the character keeps walking for about a second, which makes it extremely annoying to do platforming or even fight enemies, as you'll often just walk right into them while you wanted to stop and attack.
A simplistic 2D platformer with light rpg elements. Combat is repetitive
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