Compara los precios de Lost in the Dungeon en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Eggon Srl. Publicado por Eggon Srl. Lanzado el 12/3/2018. Disponible en PC, Mac, Linux. Géneros: Adventure, Casual, Indie, RPG, Strategy.

A card-combat dungeon crawler with genuine loot-or-retreat tension, let down by clunky inventory design and a difficulty curve that punishes anyone who doesn't read between the lines.

My instinct when I see a card-based dungeon crawler is to check two things: how deep is the decision space, and does the loot loop justify the grind? Lost in the Dungeon answers both questions with a frustrating "sort of." The core premise is a turn-based card system layered over classic dungeon-crawling RPG progression. You pick one of three classes - warrior, mage, or rogue - each with distinct skill and equipment builds, then push through escalating dungeons, room by room, watching your loot pile grow until you decide to bank your gains or gamble for better rewards deeper in. The push-your-luck tension is the game's strongest card (no apology for the pun). The retreat mechanic, where you can exit a cleared room to keep your loot rather than risk losing everything to the next encounter, creates genuine moment-to-moment decisions that strategy fans will recognize as meaningful. Deeper dungeons yield better equipment, and the gear progression loop does work for the first few hours. The hand-drawn art across the card illustrations and UI carries real charm too, giving the whole thing a sketchbook-fantasy feel that a bigger studio would have ironed out into something generic. Here is where I have to put on the spreadsheet glasses. The inventory management is a mess. Duplicate items each occupy separate slots, and clearing junk requires selecting and deleting each one individually, with no bulk actions anywhere in sight. Potion cards are locked into your deck and cost gold to use; run dry and you are sitting on a hand of dead cards for multiple turns, watching your carefully planned fight fall apart not through strategy failure but through UI failure. The difficulty curve has been widely noted as poorly calibrated - approachable for the first couple of hours, then spiking into repetitive grind without the mechanical depth to justify it. Critics who covered the game at launch flagged the same issues: the combat loop lacks the complexity to sustain long sessions, and the PC port feels like a mobile game that arrived on desktop without the friction sanded off. For strategy-minded players, the class customization through skills and equipment slots offers some build variety on paper, but the shallow card pool means you are not really drafting a synergistic deck so much as equipping a small hand of situational tools. Compare it to something like Card Crawl, which commits fully to the solitaire card-game identity, or Hand of Fate, which wraps a similar loot tension in far more content, and Lost in the Dungeon starts to look like an unfinished prototype of a better game. The 22 Steam achievements give completionists a checklist, but there is no mod support, no community expansion, and the GameSparks third-party account requirement is a minor but unnecessary extra hoop. Mac users on Catalina or above cannot run it at all, which is a practical dealbreaker on that platform. If you are a patient, score-focused player who enjoys the pure push-your-luck loop and can tolerate rough edges, there is a sliver of something interesting here. Everyone else should look at the mixed Steam rating and take it seriously. Diego, Scout Team

Lost in the Dungeon

Lost in the Dungeon

12 mar 2018Eggon Srl
GamerScout opina

A card-combat dungeon crawler with genuine loot-or-retreat tension, let down by clunky inventory design and a difficulty curve that punishes anyone who doesn't read between the lines.

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My instinct when I see a card-based dungeon crawler is to check two things: how deep is the decision space, and does the loot loop justify the grind? Lost in the Dungeon answers both questions with a frustrating "sort of." The core premise is a turn-based card system layered over classic dungeon-crawling RPG progression. You pick one of three classes - warrior, mage, or rogue - each with distinct skill and equipment builds, then push through escalating dungeons, room by room, watching your loot pile grow until you decide to bank your gains or gamble for better rewards deeper in. The push-your-luck tension is the game's strongest card (no apology for the pun). The retreat mechanic, where you can exit a cleared room to keep your loot rather than risk losing everything to the next encounter, creates genuine moment-to-moment decisions that strategy fans will recognize as meaningful. Deeper dungeons yield better equipment, and the gear progression loop does work for the first few hours. The hand-drawn art across the card illustrations and UI carries real charm too, giving the whole thing a sketchbook-fantasy feel that a bigger studio would have ironed out into something generic. Here is where I have to put on the spreadsheet glasses. The inventory management is a mess. Duplicate items each occupy separate slots, and clearing junk requires selecting and deleting each one individually, with no bulk actions anywhere in sight. Potion cards are locked into your deck and cost gold to use; run dry and you are sitting on a hand of dead cards for multiple turns, watching your carefully planned fight fall apart not through strategy failure but through UI failure. The difficulty curve has been widely noted as poorly calibrated - approachable for the first couple of hours, then spiking into repetitive grind without the mechanical depth to justify it. Critics who covered the game at launch flagged the same issues: the combat loop lacks the complexity to sustain long sessions, and the PC port feels like a mobile game that arrived on desktop without the friction sanded off. For strategy-minded players, the class customization through skills and equipment slots offers some build variety on paper, but the shallow card pool means you are not really drafting a synergistic deck so much as equipping a small hand of situational tools. Compare it to something like Card Crawl, which commits fully to the solitaire card-game identity, or Hand of Fate, which wraps a similar loot tension in far more content, and Lost in the Dungeon starts to look like an unfinished prototype of a better game. The 22 Steam achievements give completionists a checklist, but there is no mod support, no community expansion, and the GameSparks third-party account requirement is a minor but unnecessary extra hoop. Mac users on Catalina or above cannot run it at all, which is a practical dealbreaker on that platform. If you are a patient, score-focused player who enjoys the pure push-your-luck loop and can tolerate rough edges, there is a sliver of something interesting here. Everyone else should look at the mixed Steam rating and take it seriously.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:sub-5Card CombatPush Your LuckLoot Retention RiskClass-Based BuildsMobile PortHand-Drawn ArtInventory Management IssuesTurn-Based Card Game

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 9.0
Storage
2 GB available space
Graphics
GeForce GTX 600 Series or AMD Radeon HD 7000 Series
Processor
Dual Core 1.2+ GHz

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Información del juego

Desarrolladora
Eggon Srl
Distribuidora
Eggon Srl
Fecha de lanzamiento
12 mar 2018

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¿En qué plataformas está disponible Lost in the Dungeon?

Lost in the Dungeon está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Lost in the Dungeon?

Lost in the Dungeon se lanzó el 12 de marzo de 2018.

¿Quién desarrolló Lost in the Dungeon?

Lost in the Dungeon fue desarrollado por Eggon Srl.