Compara los precios de DungeonUp en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Clewcat Games. Publicado por Plug In Digital. Lanzado el 4/9/2015. Disponible en PC, Mac. Géneros: Adventure, Indie, Strategy.

If you treat every floor like a resource-allocation puzzle rather than a combat gauntlet, DungeonUp clicks into place as one of the most satisfying budget dungeon crawlers on Steam.

I went into DungeonUp expecting a lightweight time-killer and came out with a notepad full of key-economy scribbles. This is exactly the kind of game that rewards the player who pauses, surveys a floor, and maps out the optimal route before touching a single door. Combat is deterministic: hover over an enemy and the game tells you the exact outcome before you commit. That shifts the whole tension away from reflexes and into planning, which is my preferred address. The core loop pulls directly from the Tower of the Sorcerer lineage. You start at floor -49 and fight upward through five distinct zones, each capped by a boss encounter. There are no character levels in the traditional sense. Instead, progression runs through upgrade statues where you trade gold for attack, defense, or health bumps, and through Soul Stones earned from boss kills that can be spent on persistent relics or used to re-roll a zone if a procedural generation goes badly sideways. The lack of a hit-point cap is a quietly smart decision: healing potions simply add to your current total, so hoarding them is always a rational choice and you never feel punished for saving resources. The resource that actually bites is keys. Colored doors require matching keys, and the game gives you just enough to force agonizing routing decisions every few floors. On Normal and Hard, running dry on keys is effectively a soft lock, which is DungeonUp's sharpest design edge and its most divisive one. For newcomers, Casual mode provides a yellow-key safety net after a set wait timer, which softens that specific failure state without eliminating the underlying puzzle pressure. Three difficulty settings is the right call for a game this mechanical, and it genuinely does scale the experience rather than just inflating enemy numbers. Beyond the main story mode, Maze Mode drops you into a single sprawling randomly generated map for a shorter, self-contained run, useful when you want the systems without the full floor-by-floor commitment. Steam Workshop support means there is a library of player-built maps to work through if the procedural generation starts to feel repetitive, and that is a real longevity add for such a compact package. The criticisms are real but containable. The soundtrack is a single looping track, and it wears out its welcome before you hit zone three. The Oryx 16-bit sprite set is recognizable to anyone who has played a dozen other indie dungeon crawlers, so do not expect visual identity. More substantively, some players find that late procedural floors can produce near-unsolvable configurations even outside Casual mode, which creates frustration that feels external to skill rather than earned difficulty. The developer acknowledged this in early development and the Soul Stone re-roll mechanic is the mitigation, but it is an imperfect one. Community reception on Steam sits at 81 percent positive across several hundred reviews, which tracks with my read: most players who accept the game's specific flavor of punishing key management find it quietly compulsive. If you have any patience for Tower of the Sorcerer-style math-puzzle combat and do not mind a minimalist presentation, this earns its place in a backlog at its asking price. The Workshop alone adds replay value that most games at this tier cannot match, and the deterministic combat means every loss is genuinely a planning failure you can learn from rather than a dice-roll insult. Diego, Scout Team

DungeonUp

DungeonUp

4 sept 2015Clewcat GamesPlug In Digital
GamerScout opina

If you treat every floor like a resource-allocation puzzle rather than a combat gauntlet, DungeonUp clicks into place as one of the most satisfying budget dungeon crawlers on Steam.

PCMac
ProtonDB Platinum
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Mínimo histórico: €0.32

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I went into DungeonUp expecting a lightweight time-killer and came out with a notepad full of key-economy scribbles. This is exactly the kind of game that rewards the player who pauses, surveys a floor, and maps out the optimal route before touching a single door. Combat is deterministic: hover over an enemy and the game tells you the exact outcome before you commit. That shifts the whole tension away from reflexes and into planning, which is my preferred address. The core loop pulls directly from the Tower of the Sorcerer lineage. You start at floor -49 and fight upward through five distinct zones, each capped by a boss encounter. There are no character levels in the traditional sense. Instead, progression runs through upgrade statues where you trade gold for attack, defense, or health bumps, and through Soul Stones earned from boss kills that can be spent on persistent relics or used to re-roll a zone if a procedural generation goes badly sideways. The lack of a hit-point cap is a quietly smart decision: healing potions simply add to your current total, so hoarding them is always a rational choice and you never feel punished for saving resources. The resource that actually bites is keys. Colored doors require matching keys, and the game gives you just enough to force agonizing routing decisions every few floors. On Normal and Hard, running dry on keys is effectively a soft lock, which is DungeonUp's sharpest design edge and its most divisive one. For newcomers, Casual mode provides a yellow-key safety net after a set wait timer, which softens that specific failure state without eliminating the underlying puzzle pressure. Three difficulty settings is the right call for a game this mechanical, and it genuinely does scale the experience rather than just inflating enemy numbers. Beyond the main story mode, Maze Mode drops you into a single sprawling randomly generated map for a shorter, self-contained run, useful when you want the systems without the full floor-by-floor commitment. Steam Workshop support means there is a library of player-built maps to work through if the procedural generation starts to feel repetitive, and that is a real longevity add for such a compact package. The criticisms are real but containable. The soundtrack is a single looping track, and it wears out its welcome before you hit zone three. The Oryx 16-bit sprite set is recognizable to anyone who has played a dozen other indie dungeon crawlers, so do not expect visual identity. More substantively, some players find that late procedural floors can produce near-unsolvable configurations even outside Casual mode, which creates frustration that feels external to skill rather than earned difficulty. The developer acknowledged this in early development and the Soul Stone re-roll mechanic is the mitigation, but it is an imperfect one. Community reception on Steam sits at 81 percent positive across several hundred reviews, which tracks with my read: most players who accept the game's specific flavor of punishing key management find it quietly compulsive. If you have any patience for Tower of the Sorcerer-style math-puzzle combat and do not mind a minimalist presentation, this earns its place in a backlog at its asking price. The Workshop alone adds replay value that most games at this tier cannot match, and the deterministic combat means every loss is genuinely a planning failure you can learn from rather than a dice-roll insult.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardsworkshopcloud-savestier:sub-5Magic Tower-likeDeterministic CombatKey ManagementProcedural FloorsResource RoutingBoss ZonesMaze ModeWorkshop MapsSoft-Lock Risk

Requisitos del sistema

Mínimos

OS
Microsoft® Windows Server 2008, Windows 7, or Windows 8 Classic
Memory
512 MB RAM
Network
Broadband Internet connection
Storage
100 MB available space
Processor
2.33GHz or faster x86-compatible processor, or Intel Atom™ 1.6GHz or faster processor for netbook class devices

Recomendados

OS
Microsoft® Windows Server 2008, Windows 7, or Windows 8 Classic
Memory
1024 MB RAM
Network
Broadband Internet connection
Storage
200 MB available space
Processor
2.33GHz or faster x86-compatible processor, or Intel Atom™ 1.6GHz or faster processor for netbook class devices

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Información del juego

Desarrolladora
Clewcat Games
Distribuidora
Plug In Digital
Fecha de lanzamiento
4 sept 2015

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¿En qué plataformas está disponible DungeonUp?

DungeonUp está disponible en PC, Mac.

¿Cuándo se lanzó DungeonUp?

DungeonUp se lanzó el 4 de septiembre de 2015.

¿Quién desarrolló DungeonUp?

DungeonUp fue desarrollado por Clewcat Games y publicado por Plug In Digital.