Compara los precios de Naheulbeuk's Dungeon Master en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Artefacts Studio. Publicado por Dear Villagers. Lanzado el 15/11/2023. Disponible en PC, Xbox. Géneros: Casual, Indie, Simulation, Strategy.

Dungeon Keeper nostalgia bait that turns out to be more tavern spreadsheet than trap corridor. Worth a look for laid-back sim fans, but demanding strategy veterans will hit the ceiling fast.

My honest first reaction when I booted this up was mild genre confusion, and that confusion never fully resolves. Artefacts Studio pitches Naheulbeuk's Dungeon Master as a satirical dungeon-builder in the tradition of the classic Bullfrog games, but what you actually spend most of your time doing is running a public-facing tavern, managing minion morale, and watching a Tripe Adviser reputation bar. The trap-laying and raid-deflecting that the box art implies? Those are real mechanics, but they sit closer to the edge of the game's economy than its center. If you walk in expecting Dungeon Keeper with jokes, you will feel misled. If you walk in expecting a light management sim wrapped in comedic fantasy, you will have a more comfortable time. The structure makes more sense once you accept that framing. You play as Reivax, a half-goblin steward working for the incompetent sorcerer Zangdar, and your job is to keep the whole wobbly tower operation from collapsing. The campaign acts as an extended tutorial, introducing systems one by one: first the tavern and its kitchen, then room decoration to boost staff comfort, then multi-floor dungeon expansion, then outbound raids into neighboring dungeons, then the resource production chain covering tools, weapons, compost, and astral energy that you can sell or stockpile on what the game cheerfully calls the Crac 40 market. On paper, that is a respectable number of interlocking systems for a game tagged "casual." In practice, the depth of each layer is thinner than the list suggests. The staffing system deserves special mention: minions level up, grow demands, and can spark strikes if ignored, which is a promising idea. But the consequences for getting it wrong rarely feel severe enough to force genuine optimization, and auto-replenishing guards drain the tension from raid defense entirely. Where the game earns its goodwill is atmosphere and accessibility. The campaign is fully voiced, the comedy lands more often than the detractors admit, and the pop-culture Easter eggs scattered through the dungeon rooms are a genuine treat. The construction menu is detailed enough to let you arrange rooms across multiple floors however you like, and the sandbox mode removes the campaign's narrative constraints entirely for players who want to build without a story breathing down their neck. For anyone who has never touched a dungeon-builder before, this is an honest entry point: the tutorial is patient, the UI is readable, and failure is forgiving. Veteran sim players, however, will notice that adventurer pathing feels random rather than rule-driven, which makes trap placement a guessing game rather than a planning exercise, and that the seven-floor tower can be completed while leaving most floors untouched. The broader reception reflects that split cleanly. Around three quarters of Steam user reviews land positive, but critics who came in hunting for meaningful late-game complexity walked away disappointed. There is no mod ecosystem to speak of, and the active player base has thinned significantly since launch. This is a game that rewards low-stakes, session-based play rather than marathon optimization runs. Treat it as something you dip into for an hour, laugh at the writing, rearrange a few torture chambers for aesthetic reasons, then put down. Approach it as a systems-deep grand-strategy alternative and it will run dry before you feel like you have truly mastered anything. Diego, Scout Team

Naheulbeuk's Dungeon Master

Naheulbeuk's Dungeon Master

15 nov 2023Artefacts StudioDear Villagers
GamerScout opina

Dungeon Keeper nostalgia bait that turns out to be more tavern spreadsheet than trap corridor. Worth a look for laid-back sim fans, but demanding strategy veterans will hit the ceiling fast.

PCXbox
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €0.49

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Acerca de Naheulbeuk's Dungeon Master

My honest first reaction when I booted this up was mild genre confusion, and that confusion never fully resolves. Artefacts Studio pitches Naheulbeuk's Dungeon Master as a satirical dungeon-builder in the tradition of the classic Bullfrog games, but what you actually spend most of your time doing is running a public-facing tavern, managing minion morale, and watching a Tripe Adviser reputation bar. The trap-laying and raid-deflecting that the box art implies? Those are real mechanics, but they sit closer to the edge of the game's economy than its center. If you walk in expecting Dungeon Keeper with jokes, you will feel misled. If you walk in expecting a light management sim wrapped in comedic fantasy, you will have a more comfortable time. The structure makes more sense once you accept that framing. You play as Reivax, a half-goblin steward working for the incompetent sorcerer Zangdar, and your job is to keep the whole wobbly tower operation from collapsing. The campaign acts as an extended tutorial, introducing systems one by one: first the tavern and its kitchen, then room decoration to boost staff comfort, then multi-floor dungeon expansion, then outbound raids into neighboring dungeons, then the resource production chain covering tools, weapons, compost, and astral energy that you can sell or stockpile on what the game cheerfully calls the Crac 40 market. On paper, that is a respectable number of interlocking systems for a game tagged "casual." In practice, the depth of each layer is thinner than the list suggests. The staffing system deserves special mention: minions level up, grow demands, and can spark strikes if ignored, which is a promising idea. But the consequences for getting it wrong rarely feel severe enough to force genuine optimization, and auto-replenishing guards drain the tension from raid defense entirely. Where the game earns its goodwill is atmosphere and accessibility. The campaign is fully voiced, the comedy lands more often than the detractors admit, and the pop-culture Easter eggs scattered through the dungeon rooms are a genuine treat. The construction menu is detailed enough to let you arrange rooms across multiple floors however you like, and the sandbox mode removes the campaign's narrative constraints entirely for players who want to build without a story breathing down their neck. For anyone who has never touched a dungeon-builder before, this is an honest entry point: the tutorial is patient, the UI is readable, and failure is forgiving. Veteran sim players, however, will notice that adventurer pathing feels random rather than rule-driven, which makes trap placement a guessing game rather than a planning exercise, and that the seven-floor tower can be completed while leaving most floors untouched. The broader reception reflects that split cleanly. Around three quarters of Steam user reviews land positive, but critics who came in hunting for meaningful late-game complexity walked away disappointed. There is no mod ecosystem to speak of, and the active player base has thinned significantly since launch. This is a game that rewards low-stakes, session-based play rather than marathon optimization runs. Treat it as something you dip into for an hour, laugh at the writing, rearrange a few torture chambers for aesthetic reasons, then put down. Approach it as a systems-deep grand-strategy alternative and it will run dry before you feel like you have truly mastered anything.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:aaaDungeon-BuilderMinion ManagementTavern SimResource ChainSatirical FantasyPrequel StorySandbox ModeFaction DiplomacyTower Expansion

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
8 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
Nvidia GTX 960
Processor
Intel i7-4790K

Recomendados

OS
Windows 10/11
Memory
16 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
Nvidia GTX 1060
Processor
Intel i7-7700K

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Información del juego

Desarrolladora
Artefacts Studio
Distribuidora
Dear Villagers
Fecha de lanzamiento
15 nov 2023

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Naheulbeuk's Dungeon Master está disponible en PC, Xbox.

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Naheulbeuk's Dungeon Master se lanzó el 15 de noviembre de 2023.

¿Quién desarrolló Naheulbeuk's Dungeon Master?

Naheulbeuk's Dungeon Master fue desarrollado por Artefacts Studio y publicado por Dear Villagers.