Compara los precios de Fantasy Dungeon en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Hubel. Publicado por Hubel. Lanzado el 25/3/2024. Disponible en PC. Géneros: Action, Adventure, RPG.

Three classes, 120 skills, 20 dungeon floors, and almost no one talking about it online. Proceed with low expectations and you might clear it; proceed with high ones and you will bounce off fast.

I put time into Fantasy Dungeon hoping the resource loop it gestures at would open up into something worth theorycrafting. It does not, at least not in any meaningful way. What you get is a singleplayer dungeon crawler built around three classes - fighter, mage, and archer - each locked behind their own pool of unlockable skills. On paper, over 120 skills spread across three class trees sounds like it could support real build diversity. In practice, the scaling enemy difficulty through 20 floors means you largely follow the path of least resistance: grab damage, grab survivability, survive the next floor, repeat. The core loop asks you to balance gold income against hero upgrades and skill purchases, which is a decent micro-decision framework for the first several floors. You can brawl through using health and stamina potions as a crutch, or try to play the aggro geometry and pick fights on your terms. The fighter handles it bluntly, the mage has the most interesting kit if you can manage the fact that melee enemies close the gap relentlessly, and the archer sits uncomfortably between the two. Community criticism points squarely at the ranged classes struggling to kite effectively, and having spent time with all three, that frustration is legitimate. Keeping distance is not really a supported playstyle so much as an aspiration. The procedural generation tag on the Steam page is technically accurate but do not let it build false expectations. Dungeons feel structurally similar across runs and enemy behavior patterns are consistent enough that memorization replaces strategy fairly quickly. The shop upgrade tooltips offer little information inside the dungeon itself, which becomes an actual irritant when you are trying to make meaningful build decisions mid-run. Save game reliability has also been flagged as inconsistent, with gold and unlocked abilities occasionally failing to persist correctly between sessions. For a game where your gold decisions are the main source of meaningful choice, that is a significant quality-of-life gap. There is a thin version of a good game somewhere in here. The character creator is more expressive than the genre usually bothers with, letting you change armor, weapons, accessories, hair, and skin color across over 60 weapon and shield variants. That is charming for a solo project by a small developer. But charm does not compensate for underdeveloped systems, limited class differentiation, and a loop that runs out of interesting decisions well before floor 20. If you finish it once with the mage and feel the itch, replaying with the other two classes is genuinely the full extent of the long-term content. Monika, Scout Team

Fantasy Dungeon

Fantasy Dungeon

25 mar 2024Hubel
GamerScout opina

Three classes, 120 skills, 20 dungeon floors, and almost no one talking about it online. Proceed with low expectations and you might clear it; proceed with high ones and you will bounce off fast.

PC
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Mínimo histórico: €19.73

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I put time into Fantasy Dungeon hoping the resource loop it gestures at would open up into something worth theorycrafting. It does not, at least not in any meaningful way. What you get is a singleplayer dungeon crawler built around three classes - fighter, mage, and archer - each locked behind their own pool of unlockable skills. On paper, over 120 skills spread across three class trees sounds like it could support real build diversity. In practice, the scaling enemy difficulty through 20 floors means you largely follow the path of least resistance: grab damage, grab survivability, survive the next floor, repeat. The core loop asks you to balance gold income against hero upgrades and skill purchases, which is a decent micro-decision framework for the first several floors. You can brawl through using health and stamina potions as a crutch, or try to play the aggro geometry and pick fights on your terms. The fighter handles it bluntly, the mage has the most interesting kit if you can manage the fact that melee enemies close the gap relentlessly, and the archer sits uncomfortably between the two. Community criticism points squarely at the ranged classes struggling to kite effectively, and having spent time with all three, that frustration is legitimate. Keeping distance is not really a supported playstyle so much as an aspiration. The procedural generation tag on the Steam page is technically accurate but do not let it build false expectations. Dungeons feel structurally similar across runs and enemy behavior patterns are consistent enough that memorization replaces strategy fairly quickly. The shop upgrade tooltips offer little information inside the dungeon itself, which becomes an actual irritant when you are trying to make meaningful build decisions mid-run. Save game reliability has also been flagged as inconsistent, with gold and unlocked abilities occasionally failing to persist correctly between sessions. For a game where your gold decisions are the main source of meaningful choice, that is a significant quality-of-life gap. There is a thin version of a good game somewhere in here. The character creator is more expressive than the genre usually bothers with, letting you change armor, weapons, accessories, hair, and skin color across over 60 weapon and shield variants. That is charming for a solo project by a small developer. But charm does not compensate for underdeveloped systems, limited class differentiation, and a loop that runs out of interesting decisions well before floor 20. If you finish it once with the mage and feel the itch, replaying with the other two classes is genuinely the full extent of the long-term content.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayertier:aaaResource ManagementGold EconomySkill TreePotion ManagementLevel ScalingSolo CampaignHero UpgradingShort-Run Dungeon Crawler

Requisitos del sistema

Mínimos

OS
Windows XP / Windows Vista / Windows 7 / Windows 8 / Windows 10 / Windows 11
Memory
4 GB RAM
DirectX
Version 9.0
Storage
1200 MB available space
Graphics
512MB NVIDIA GeForce 6800 series or ATI Radeon X800 series or better
Processor
x86 compatible 2.3GHz or faster processor (Intel 2nd generation core i-series or equivalent)
Sound Card
DirectX 9.0 compatible 16-bit sound card

Recomendados

OS
Windows 7 / Windows 10 / Windows 11
Memory
8 GB RAM
DirectX
Version 11
Storage
1200 MB available space
Graphics
1.5GB NVIDIA GeForce 500 series or ATI Radeon 6000 series or better
Processor
x86 compatible 3.2GHz or faster processor (Intel 4th generation core i-series or better)
Sound Card
DirectX 9.0 compatible 16-bit sound card

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Información del juego

Desarrolladora
Hubel
Distribuidora
Hubel
Fecha de lanzamiento
25 mar 2024

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¿En qué plataformas está disponible Fantasy Dungeon?

Fantasy Dungeon está disponible en PC.

¿Cuándo se lanzó Fantasy Dungeon?

Fantasy Dungeon se lanzó el 25 de marzo de 2024.

¿Quién desarrolló Fantasy Dungeon?

Fantasy Dungeon fue desarrollado por Hubel.