Compara los precios de Chambers of Devious Design en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Redbeak Games. Publicado por Redbeak Games. Lanzado el 5/9/2022. Disponible en PC. Géneros: Casual, Indie, Strategy.

Tile-placement tactics with a sabotage twist - if you can stomach sharing a couch with someone who will cannon-blast your control room mid-build, this scratches a very specific competitive itch.

I'll be straight with you: shooters are my bread and butter, so when something from outside that genre lands on my desk, my bar for "worth your time" gets pretty unforgiving. Chambers of Devious Design survived that scrutiny - barely, but genuinely. It's a turn-based tile-placement game where you and up to a few opponents race to build the most impressive underground lair for a demanding evil mastermind, all while trying to wreck whatever your rivals are constructing next door. The core loop is tighter than the premise sounds. Each tile you place is a room, and rooms have adjacency preferences - put the right neighbors together and you unlock synergies that snowball your score or your offensive capability. Getting that placement to click feels like a good crossword answer: obvious in retrospect, satisfying in the moment. The sabotage layer is where the competitive teeth come in. You can plant dynamite rooms next to an opponent's control room or angle a cannon to tear chunks out of their layout. It's not deep enough to call it a strategy game in the Civ or XCOM sense, but it's sharp enough that mistakes hurt and reads matter. Character selection adds a layer of replayability. Each henchman brings distinct passive bonuses and a unique special ability, which means the optimal build path shifts depending on who you picked. The community criticism that character abilities feel weaker than the passive perks you accumulate through play is fair - by the mid-to-late campaign, your unlocked skill tree tends to do more work than your character's signature move. That's a balance gap Redbeak could tighten. Campaign structure gives each character their own arc of roughly six AI matches, which is a reasonable amount of content for the asking price, but the master-difficulty finale for at least one character (Lucy, specifically) leans hard on RNG rather than skill expression. That's a frustrating way to cap off an otherwise methodical game. Multiplayer is local-only or Steam friends - there's no public matchmaking, which is the single biggest limiter on longevity. If you have two or three people physically in the room or a regular Discord crew, the game opens up considerably. Without that group, you're relying on the AI campaign, which holds up for a run or two but won't keep solo players busy past a weekend. Custom Game mode lets you tune the parameters, which adds some breathing room. Steam reviews sit at around 90% positive across roughly 100 users, which is a small sample but a consistent signal that people who pick this up tend to like it. Bottom line for my audience: this isn't a competitive ranked experience and there's no netcode to benchmark. Think of it as a digital board game that respects your time and delivers a clean, low-friction puzzle-combat hybrid. It draws obvious inspiration from tabletop tile games and wears that influence openly. If you've got a couch partner or a willing friend on Steam, the sabotage dynamics make for genuinely mean, genuinely fun sessions. Solo? Temper expectations accordingly. Fred, Scout Team

Chambers of Devious Design

Chambers of Devious Design

5 sept 2022Redbeak Games
GamerScout opina

Tile-placement tactics with a sabotage twist - if you can stomach sharing a couch with someone who will cannon-blast your control room mid-build, this scratches a very specific competitive itch.

PC
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Mínimo histórico: €2.18

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I'll be straight with you: shooters are my bread and butter, so when something from outside that genre lands on my desk, my bar for "worth your time" gets pretty unforgiving. Chambers of Devious Design survived that scrutiny - barely, but genuinely. It's a turn-based tile-placement game where you and up to a few opponents race to build the most impressive underground lair for a demanding evil mastermind, all while trying to wreck whatever your rivals are constructing next door. The core loop is tighter than the premise sounds. Each tile you place is a room, and rooms have adjacency preferences - put the right neighbors together and you unlock synergies that snowball your score or your offensive capability. Getting that placement to click feels like a good crossword answer: obvious in retrospect, satisfying in the moment. The sabotage layer is where the competitive teeth come in. You can plant dynamite rooms next to an opponent's control room or angle a cannon to tear chunks out of their layout. It's not deep enough to call it a strategy game in the Civ or XCOM sense, but it's sharp enough that mistakes hurt and reads matter. Character selection adds a layer of replayability. Each henchman brings distinct passive bonuses and a unique special ability, which means the optimal build path shifts depending on who you picked. The community criticism that character abilities feel weaker than the passive perks you accumulate through play is fair - by the mid-to-late campaign, your unlocked skill tree tends to do more work than your character's signature move. That's a balance gap Redbeak could tighten. Campaign structure gives each character their own arc of roughly six AI matches, which is a reasonable amount of content for the asking price, but the master-difficulty finale for at least one character (Lucy, specifically) leans hard on RNG rather than skill expression. That's a frustrating way to cap off an otherwise methodical game. Multiplayer is local-only or Steam friends - there's no public matchmaking, which is the single biggest limiter on longevity. If you have two or three people physically in the room or a regular Discord crew, the game opens up considerably. Without that group, you're relying on the AI campaign, which holds up for a run or two but won't keep solo players busy past a weekend. Custom Game mode lets you tune the parameters, which adds some breathing room. Steam reviews sit at around 90% positive across roughly 100 users, which is a small sample but a consistent signal that people who pick this up tend to like it. Bottom line for my audience: this isn't a competitive ranked experience and there's no netcode to benchmark. Think of it as a digital board game that respects your time and delivers a clean, low-friction puzzle-combat hybrid. It draws obvious inspiration from tabletop tile games and wears that influence openly. If you've got a couch partner or a willing friend on Steam, the sabotage dynamics make for genuinely mean, genuinely fun sessions. Solo? Temper expectations accordingly.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvplocal-multiplayerlocal-coopachievementscontroller-supportcloud-savestier:sub-5Tile PlacementCouch CompetitiveSabotage MechanicsAdjacency SynergyCharacter AbilitiesBoard Game AdaptationCampaign AICustom Match

Requisitos del sistema

Mínimos

OS
Windows XP/Vista/7/8/8.1/10
Memory
1 GB RAM
Storage
500 MB available space
Graphics
256mb Video Memory, capable of OpenGL 2.0+ support
Processor
1 GHz

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Información del juego

Desarrolladora
Redbeak Games
Distribuidora
Redbeak Games
Fecha de lanzamiento
5 sept 2022

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¿En qué plataformas está disponible Chambers of Devious Design?

Chambers of Devious Design está disponible en PC.

¿Cuándo se lanzó Chambers of Devious Design?

Chambers of Devious Design se lanzó el 5 de septiembre de 2022.

¿Quién desarrolló Chambers of Devious Design?

Chambers of Devious Design fue desarrollado por Redbeak Games.