Compara los precios de Super Dungeon Maker en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por FIRECHICK. Publicado por rokaplay. Lanzado el 3/5/2023. Disponible en PC. Géneros: Adventure, Indie.

If you ever wished Nintendo would let you build your own Zelda dungeons, this is the closest a two-person indie team has come, though go in knowing development has officially wound down.

I spent longer than I expected just sitting in the editor, arranging torch placements and fiddling with lighting levels before I'd even placed a single enemy. That's either a sign of a well-designed toolset or a sign that I have a problem. Probably both. Super Dungeon Maker is a top-down dungeon construction and play sandbox built by a tiny German two-person studio called FIRECHICK, and its entire soul is borrowed from the 16-bit Zelda era. You play as Fink, a rooster with a sword, who exists mainly as your test dummy and as the vessel you hand off to the community once you hit "publish". The creation side is the star here. You lay floors, drop walls, place locked doors and matching keys, scatter enemies like the burrowing Sandcrawler and the Rotten Egg, set boss encounters featuring creatures like the Wormion, and choose a dungeon theme: nature, desert, ice, or a cyber-esque variant. The channel mechanic lets you wire switches to doors and trigger sequences in a way that approaches light puzzle scripting without demanding any coding knowledge. Dungeons can span three floors up and three floors down, and a wide-map option gives you real lateral room when you want it. On the play side, Fink enters each dungeon with only his sword; tools like bombs, a grappling hook, and a shield are found in locked chests along the way, which gives creators control over gating and pacing in a very classically Zelda-feeling way. The hub world, called the Village, houses the Eggpedia building where top-voted community dungeons surface, and a sandbox test area sits there too, ready for you to throw enemies in and watch them bounce around. The community output during the game's lifespan was genuinely impressive. Some players used numbered naming schemes to build multi-dungeon series, and the more ambitious creations involved sliding ice-block puzzles, non-linear central chambers with ability-gated passageways, and precision trap sequences that took visible design intent. The 8-bit soundtrack does its job quietly and well, the kind of looping music that doesn't demand your attention but makes the hour you spent placing hidden spikes feel pleasantly purposeful. The pixel art style sits somewhere between a Game Boy Color title and a cleaned-up SNES palette, and while it will not dazzle anyone, it is consistent and readable, which matters a lot in an editor. Here is the part you need to hear clearly before considering a purchase: FIRECHICK has officially announced they will no longer develop new features for the game, limiting future work to critical bug fixes only. The community pool exists and has over ten thousand created dungeons in it, but the pipeline for fresh content from the developers is closed. There is no story campaign, no character progression, and each dungeon resets Fink back to three hearts and a sword when he exits, which strips out any sense of accumulation. Critics at launch were split between praising the intuitive editor and lamenting the lack of an anchoring campaign or meaningful overarching progression loop. Both camps were right. For the player who genuinely wants to build, share, and consume Zelda-flavored dungeons in a low-friction environment, the toolset delivers on its specific promise. The editor is approachable, the theming options give real visual variety, and the channel system has enough depth to reward patience. The ask is honest: this is a creation and sharing tool, not a story-driven adventure. If that trade-off works for you, there is a library of community dungeons already waiting. Just calibrate your expectations around a game in maintenance mode rather than active growth. Kai, Scout Team

Super Dungeon Maker

Super Dungeon Maker

3 may 2023FIRECHICKrokaplay
GamerScout opina

If you ever wished Nintendo would let you build your own Zelda dungeons, this is the closest a two-person indie team has come, though go in knowing development has officially wound down.

PC
Steam Deck PlayableProtonDB Platinum
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I spent longer than I expected just sitting in the editor, arranging torch placements and fiddling with lighting levels before I'd even placed a single enemy. That's either a sign of a well-designed toolset or a sign that I have a problem. Probably both. Super Dungeon Maker is a top-down dungeon construction and play sandbox built by a tiny German two-person studio called FIRECHICK, and its entire soul is borrowed from the 16-bit Zelda era. You play as Fink, a rooster with a sword, who exists mainly as your test dummy and as the vessel you hand off to the community once you hit "publish". The creation side is the star here. You lay floors, drop walls, place locked doors and matching keys, scatter enemies like the burrowing Sandcrawler and the Rotten Egg, set boss encounters featuring creatures like the Wormion, and choose a dungeon theme: nature, desert, ice, or a cyber-esque variant. The channel mechanic lets you wire switches to doors and trigger sequences in a way that approaches light puzzle scripting without demanding any coding knowledge. Dungeons can span three floors up and three floors down, and a wide-map option gives you real lateral room when you want it. On the play side, Fink enters each dungeon with only his sword; tools like bombs, a grappling hook, and a shield are found in locked chests along the way, which gives creators control over gating and pacing in a very classically Zelda-feeling way. The hub world, called the Village, houses the Eggpedia building where top-voted community dungeons surface, and a sandbox test area sits there too, ready for you to throw enemies in and watch them bounce around. The community output during the game's lifespan was genuinely impressive. Some players used numbered naming schemes to build multi-dungeon series, and the more ambitious creations involved sliding ice-block puzzles, non-linear central chambers with ability-gated passageways, and precision trap sequences that took visible design intent. The 8-bit soundtrack does its job quietly and well, the kind of looping music that doesn't demand your attention but makes the hour you spent placing hidden spikes feel pleasantly purposeful. The pixel art style sits somewhere between a Game Boy Color title and a cleaned-up SNES palette, and while it will not dazzle anyone, it is consistent and readable, which matters a lot in an editor. Here is the part you need to hear clearly before considering a purchase: FIRECHICK has officially announced they will no longer develop new features for the game, limiting future work to critical bug fixes only. The community pool exists and has over ten thousand created dungeons in it, but the pipeline for fresh content from the developers is closed. There is no story campaign, no character progression, and each dungeon resets Fink back to three hearts and a sword when he exits, which strips out any sense of accumulation. Critics at launch were split between praising the intuitive editor and lamenting the lack of an anchoring campaign or meaningful overarching progression loop. Both camps were right. For the player who genuinely wants to build, share, and consume Zelda-flavored dungeons in a low-friction environment, the toolset delivers on its specific promise. The editor is approachable, the theming options give real visual variety, and the channel system has enough depth to reward patience. The ask is honest: this is a creation and sharing tool, not a story-driven adventure. If that trade-off works for you, there is a library of community dungeons already waiting. Just calibrate your expectations around a game in maintenance mode rather than active growth.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayercontroller-supporttrading-cardscloud-savestier:sub-5Level EditorZelda-InspiredCommunity DungeonsTop-Down ActionPuzzle DesignRetro Pixel ArtNo Story ModeMaintenance Mode

Requisitos del sistema

Mínimos

OS
Windows 7 /10 / 11
Memory
512 MB RAM
Storage
850 MB available space
Graphics
256MB
Processor
Dual-Core: 2Ghz

Recomendados

OS
Windows 7 /10 / 11
Memory
1024 MB RAM
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
512MB
Processor
Dual-Core: 2,4Ghz

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Información del juego

Desarrolladora
FIRECHICK
Distribuidora
rokaplay
Fecha de lanzamiento
3 may 2023

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¿En qué plataformas está disponible Super Dungeon Maker?

Super Dungeon Maker está disponible en PC.

¿Cuándo se lanzó Super Dungeon Maker?

Super Dungeon Maker se lanzó el 3 de mayo de 2023.

¿Quién desarrolló Super Dungeon Maker?

Super Dungeon Maker fue desarrollado por FIRECHICK y publicado por rokaplay.