Compara los precios de Dungeons - The Dark Lord en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Realmforge Studios. Publicado por Kalypso Media. Lanzado el 27/9/2011. Disponible en PC. Géneros: RPG, Simulation, Strategy. Puntuación Metacritic: 72/100.

A dungeon-builder sequel that leans harder into evil overlord fantasy with multiplayer modes, but struggles to deliver satisfying depth or polish.

Dungeons - The Dark Lord is a dungeon-management title from Realmforge Studios, positioned as a strategy-sim hybrid where you construct underground lairs, lure heroes into traps, and harvest their souls for power. Think Dungeon Keeper in concept, but lighter on the systemic teeth. You place rooms, populate them with monsters, and try to keep your dungeon running efficiently enough to crush waves of adventurers. The loop sounds compelling on paper, and for the first few hours it genuinely is. The headlining addition over the original is four-player multiplayer across four distinct modes. On the surface that is a meaningful expansion of content. In practice, the modes vary wildly in quality, and finding populated lobbies has become essentially impossible given the game's age and player base. The single-player campaign carries most of the weight, and it shows the seams quickly. Mission objectives are repetitive, the AI controlling dungeon invaders follows patterns you can read within a couple of sessions, and the difficulty curve has more spikes than a well-placed trap room. Late-game scenarios demand a fairly rigid approach rather than rewarding creative build diversity, which is a real weakness for any strategy title. From a systems perspective, the decision-making space is shallow compared to what the genre promises. Resource management exists but rarely forces hard trade-offs. Monster placement matters, room adjacency has some logic to it, but there is no satisfying equivalent of optimizing a production chain or reading a threat vector before it hits you. Veterans of deeper sim titles will find the feedback loops thin. That said, newcomers to the dungeon-management subgenre might actually appreciate the lower cognitive load. The tutorial is functional, objective markers are clear, and the dark humor in the presentation keeps early sessions moving. If you have never touched Dungeon Keeper or its spiritual descendants, this is not a terrible first exposure, just not the best one available. The Metacritic score of 72 reflects a critical reception from launch that was warmer than what the current Steam review population thinks. At 40 percent positive across 319 reviews, the player verdict over time has been considerably harsher, and that gap is worth taking seriously. Much of the negative feedback targets repetition, camera handling, and a sense that the game never quite commits to being either an accessible casual experience or a mechanically rich strategy title. Mod support is minimal, so there is no community scaffolding to extend the life of the content. What ships in the box is what you get, and by the standards of the dungeon-building subgenre, that box is not full. If you are specifically hunting for a dungeon-builder with a straightforward evil-overlord tone and do not mind forgiving 2011-era rough edges, there is a session or two of fun buried here. But measured against the depth of decision-making, AI quality, and replayability that a strategy-sim should deliver, Dungeons - The Dark Lord does not make a strong case for itself in a market where better alternatives exist. Diego, Scout Team

Dungeons - The Dark Lord

Dungeons - The Dark Lord

27 sept 2011Realmforge StudiosKalypso Media
GamerScout opina

A dungeon-builder sequel that leans harder into evil overlord fantasy with multiplayer modes, but struggles to deliver satisfying depth or polish.

PC
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Dungeons - The Dark Lord is a dungeon-management title from Realmforge Studios, positioned as a strategy-sim hybrid where you construct underground lairs, lure heroes into traps, and harvest their souls for power. Think Dungeon Keeper in concept, but lighter on the systemic teeth. You place rooms, populate them with monsters, and try to keep your dungeon running efficiently enough to crush waves of adventurers. The loop sounds compelling on paper, and for the first few hours it genuinely is. The headlining addition over the original is four-player multiplayer across four distinct modes. On the surface that is a meaningful expansion of content. In practice, the modes vary wildly in quality, and finding populated lobbies has become essentially impossible given the game's age and player base. The single-player campaign carries most of the weight, and it shows the seams quickly. Mission objectives are repetitive, the AI controlling dungeon invaders follows patterns you can read within a couple of sessions, and the difficulty curve has more spikes than a well-placed trap room. Late-game scenarios demand a fairly rigid approach rather than rewarding creative build diversity, which is a real weakness for any strategy title. From a systems perspective, the decision-making space is shallow compared to what the genre promises. Resource management exists but rarely forces hard trade-offs. Monster placement matters, room adjacency has some logic to it, but there is no satisfying equivalent of optimizing a production chain or reading a threat vector before it hits you. Veterans of deeper sim titles will find the feedback loops thin. That said, newcomers to the dungeon-management subgenre might actually appreciate the lower cognitive load. The tutorial is functional, objective markers are clear, and the dark humor in the presentation keeps early sessions moving. If you have never touched Dungeon Keeper or its spiritual descendants, this is not a terrible first exposure, just not the best one available. The Metacritic score of 72 reflects a critical reception from launch that was warmer than what the current Steam review population thinks. At 40 percent positive across 319 reviews, the player verdict over time has been considerably harsher, and that gap is worth taking seriously. Much of the negative feedback targets repetition, camera handling, and a sense that the game never quite commits to being either an accessible casual experience or a mechanically rich strategy title. Mod support is minimal, so there is no community scaffolding to extend the life of the content. What ships in the box is what you get, and by the standards of the dungeon-building subgenre, that box is not full. If you are specifically hunting for a dungeon-builder with a straightforward evil-overlord tone and do not mind forgiving 2011-era rough edges, there is a session or two of fun buried here. But measured against the depth of decision-making, AI quality, and replayability that a strategy-sim should deliver, Dungeons - The Dark Lord does not make a strong case for itself in a market where better alternatives exist.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamDungeon BuilderEvil OverlordSoul HarvestingTrap PlacementMonster Management4-Player MultiplayerDark HumorDungeon Keeper-like

Requisitos del sistema

Mínimos

Processor
2.0 GHz Dual Core
Memory
3 GB Hard Disk Space: 2 GB free HDD Video Card: 256 MB DirectX 9.0c Graphics card with Shader Model 3.0 DirectX®: 9.0c Sound: Windows-compatible Soundcard

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Reseñas y valoraciones

Metacritic
72
Steam
40%(319)

Información del juego

Desarrolladora
Realmforge Studios
Distribuidora
Kalypso Media
Fecha de lanzamiento
27 sept 2011

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Dungeons - The Dark Lord está disponible en PC.

¿Cuándo se lanzó Dungeons - The Dark Lord?

Dungeons - The Dark Lord se lanzó el 27 de septiembre de 2011.

¿Quién desarrolló Dungeons - The Dark Lord?

Dungeons - The Dark Lord fue desarrollado por Realmforge Studios y publicado por Kalypso Media.

¿Merece la pena comprar Dungeons - The Dark Lord?

Dungeons - The Dark Lord tiene una puntuación Metacritic de 72/100, lo que lo convierte en uno de los títulos destacados de RPG. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.