Compara los precios de Dungeon Defenders en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Chromatic Games. Publicado por Chromatic Games. Lanzado el 18/10/2011. Disponible en PC. Géneros: Action, Indie, RPG, Strategy. Puntuación Metacritic: 81/100.

Four kids, one tavern, and a crystal that needs defending at all costs - if the idea of wiring Harpoon Turrets and Monk Auras into a co-op loot machine sounds like your weekend, Dungeon Defenders still holds up surprisingly well in 2026.

I went in expecting a relic and came out with thirty extra hours missing from my calendar. Dungeon Defenders launched back in October 2011 and, by rights, should feel museum-dusty by now. Instead, the core loop - build phase, combat phase, repeat until your tower layout is a finely-tuned killzone or a humiliating pile of rubble - still clicks with the satisfying rhythm of a game that knew exactly what it wanted to be. The basics: you pick one of four starting classes (Squire, Apprentice, Huntress, Monk), each with a wildly different defensive toolkit. The Squire plants Harpoon Turrets and melee-focused Blockades, turning corridors into pincushions. The Apprentice conjures Fireball and Lightning Towers, though he needs Monk Strength-Drain Auras backing him up before those towers reach their potential - a design choice that quietly demands team synergy. The Monk radiates passive Auras that slow enemies, reduce incoming damage, and punish clustered mobs. The Huntress drops traps, hunts flying Wyverns with ranged attacks, and uses Gas Traps to stop late-game Djinn from dismantling your entire defense mid-wave. Later DLC expands the roster considerably - the Summoner, Series EV, Barbarian, and Jester all add new strategic layers - and the community is still debating optimal builds in 2026, which says something about the depth on offer. That depth is also where the tension lives. On lower difficulties the four classes play independently and the game feels loose and fun. Push into Nightmare mode and the meta tightens hard: you essentially need a Monk for Aura coverage, a Series EV for Buff Beams, and a Summoner's minions shoring up gaps. Builder roles and DPS roles separate into distinct specializations, and trying to run a hybrid character into endgame is a reliable path to frustration. The randomized loot system, with gear that can be permanently upgraded at the Forge, rewards the obsessive min-maxers while remaining approachable enough in the early campaign that casual players can coast on intuition for a while. The story connecting all these waves together is functionally nonexistent - a few lines of exposition every handful of stages - so if narrative payoff is your primary motivation, look elsewhere. The multiplayer is where the game lives and breathes, and also where its roughest edges show. With a good group of friends on voice chat, coordinating tower placement and lane coverage produces genuinely exciting results. With strangers, the experience is shakier: any player can sell another player's tower and pocket the mana, the shared Defense Unit cap incentivizes selfish overbuilding, and active lobbies in 2026 are thin enough that filling a random room to four players takes patience. Split-screen and Remote Play Together options help here - drag a friend into the session rather than gambling on public matchmaking. Solo play is technically viable on the base Apprentice or Summoner, but the game clearly resists it; enemy waves pour through multiple paths simultaneously in a way that feels designed to overwhelm a lone defender and reward a coordinated team. The tutorial is famously useless - a dense video rather than interactive guidance - so expect a rough first hour before the systems snap into focus. What's genuinely surprising is that Dungeon Defenders is still receiving updates in 2026, with trap damage rebalancing, new wave modifiers, and active Steam Workshop content extending the shelf life well past what a 2011 indie title has any right to offer. The UI shows its age, the mana-grab friction in co-op remains unresolved, and the XP grind to reach Nightmare-viable gear levels is long enough to test patience. But for players who want a co-op tower defense experience with real build variety, stat depth that rewards repeat playthroughs, and the specific chaos of watching a carefully laid Harpoon chokepoint evaporate under an Ogre charge - this one earns the hours it asks for. Monika, Scout Team

Dungeon Defenders

Dungeon Defenders

18 oct 2011Chromatic Games
GamerScout opina

Four kids, one tavern, and a crystal that needs defending at all costs - if the idea of wiring Harpoon Turrets and Monk Auras into a co-op loot machine sounds like your weekend, Dungeon Defenders still holds up surprisingly well in 2026.

PC
Steam Deck UnsupportedProtonDB Gold
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Acerca de Dungeon Defenders

I went in expecting a relic and came out with thirty extra hours missing from my calendar. Dungeon Defenders launched back in October 2011 and, by rights, should feel museum-dusty by now. Instead, the core loop - build phase, combat phase, repeat until your tower layout is a finely-tuned killzone or a humiliating pile of rubble - still clicks with the satisfying rhythm of a game that knew exactly what it wanted to be. The basics: you pick one of four starting classes (Squire, Apprentice, Huntress, Monk), each with a wildly different defensive toolkit. The Squire plants Harpoon Turrets and melee-focused Blockades, turning corridors into pincushions. The Apprentice conjures Fireball and Lightning Towers, though he needs Monk Strength-Drain Auras backing him up before those towers reach their potential - a design choice that quietly demands team synergy. The Monk radiates passive Auras that slow enemies, reduce incoming damage, and punish clustered mobs. The Huntress drops traps, hunts flying Wyverns with ranged attacks, and uses Gas Traps to stop late-game Djinn from dismantling your entire defense mid-wave. Later DLC expands the roster considerably - the Summoner, Series EV, Barbarian, and Jester all add new strategic layers - and the community is still debating optimal builds in 2026, which says something about the depth on offer. That depth is also where the tension lives. On lower difficulties the four classes play independently and the game feels loose and fun. Push into Nightmare mode and the meta tightens hard: you essentially need a Monk for Aura coverage, a Series EV for Buff Beams, and a Summoner's minions shoring up gaps. Builder roles and DPS roles separate into distinct specializations, and trying to run a hybrid character into endgame is a reliable path to frustration. The randomized loot system, with gear that can be permanently upgraded at the Forge, rewards the obsessive min-maxers while remaining approachable enough in the early campaign that casual players can coast on intuition for a while. The story connecting all these waves together is functionally nonexistent - a few lines of exposition every handful of stages - so if narrative payoff is your primary motivation, look elsewhere. The multiplayer is where the game lives and breathes, and also where its roughest edges show. With a good group of friends on voice chat, coordinating tower placement and lane coverage produces genuinely exciting results. With strangers, the experience is shakier: any player can sell another player's tower and pocket the mana, the shared Defense Unit cap incentivizes selfish overbuilding, and active lobbies in 2026 are thin enough that filling a random room to four players takes patience. Split-screen and Remote Play Together options help here - drag a friend into the session rather than gambling on public matchmaking. Solo play is technically viable on the base Apprentice or Summoner, but the game clearly resists it; enemy waves pour through multiple paths simultaneously in a way that feels designed to overwhelm a lone defender and reward a coordinated team. The tutorial is famously useless - a dense video rather than interactive guidance - so expect a rough first hour before the systems snap into focus. What's genuinely surprising is that Dungeon Defenders is still receiving updates in 2026, with trap damage rebalancing, new wave modifiers, and active Steam Workshop content extending the shelf life well past what a 2011 indie title has any right to offer. The UI shows its age, the mana-grab friction in co-op remains unresolved, and the XP grind to reach Nightmare-viable gear levels is long enough to test patience. But for players who want a co-op tower defense experience with real build variety, stat depth that rewards repeat playthroughs, and the specific chaos of watching a carefully laid Harpoon chokepoint evaporate under an Ogre charge - this one earns the hours it asks for.

Monika
Monika · Scout Team

RPGs

Etiquetas

Single-playerMulti-playerCo-opOnline Co-opShared/Split ScreenSteam AchievementsFull controller supportSteam Trading CardsSteam WorkshopSteam CloudValve Anti-Cheat enabledSteam LeaderboardsRemote Play on PhoneRemote Play on TabletRemote Play on TVRemote Play TogetherFamily SharingsteamTower Defense HybridHero ClassesLoot SystemCouch Co-opWave DefenseBuild OptimizationPet SystemSplitscreenLoot FarmingNightmare DifficultyHero SynergyBuild Phase StrategyCo-op RequiredRandomized LootMana ManagementEndgame Grind

Requisitos del sistema

Mínimos

OS
Windows XP
Processor
1 Ghz Dual-Core CPU
Memory
1 GB RAM Hard Disk Space: 2GB Video Card: Graphics Card with Shader Model 3 support, 256 MB video memory DirectX®: 9.0c Sound: DirectSound-compatible sound device

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Processor
2Ghz Dual-Core CPU
Memory
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Reseñas y valoraciones

Metacritic
81

Información del juego

Desarrolladora
Chromatic Games
Distribuidora
Chromatic Games
Fecha de lanzamiento
18 oct 2011

Modos de juego

singleplayer
multiplayer
coop
online coop
local coop
Cooperativo en línea
Cooperativo local

Idiomas

Subtítulos (5)
EnglishFrenchGermanItalianSpanish - Spain

Características

AchievementsController SupportCloud Saves

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¿En qué plataformas está disponible Dungeon Defenders?

Dungeon Defenders está disponible en PC.

¿Cuándo se lanzó Dungeon Defenders?

Dungeon Defenders se lanzó el 18 de octubre de 2011.

¿Quién desarrolló Dungeon Defenders?

Dungeon Defenders fue desarrollado por Chromatic Games.

¿Merece la pena comprar Dungeon Defenders?

Dungeon Defenders tiene una puntuación Metacritic de 81/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.