Dungeons 3 - Lord of the Kings (DLC) Key
Dungeons 3's first major DLC sends the Dungeon Lord north into a frozen kingdom - more campaign missions, new troop types, and the same sardonic humor that made the base game click.
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About Dungeons 3 - Lord of the Kings (DLC) Key
Dungeons 3 - Lord of the Kings is a standalone DLC campaign for Realmforge's hybrid dungeon-builder and real-time strategy game. If you have not played the base game, the short version is this: you dig tunnels, place rooms, recruit monsters, then send armies topside to stomp heroes and claim territory. It sits in a comfortable niche between Dungeon Keeper nostalgia and a more modern RTS skirmish loop. Lord of the Kings extends that formula into a northern, frozen-kingdom setting, adding new campaign missions that pick up after the base game's conclusion and lean harder into the overworld conquest side of things. From a mechanical standpoint the DLC does not reinvent anything, which is both its strength and its ceiling. The dungeon-management layer remains intact - you are still micromanaging room placement, gold veins, and creature happiness while simultaneously directing your evil lieutenant Thalya and her ground forces on the surface. What Lord of the Kings adds is a handful of new enemy unit archetypes tied to the northern setting and a set of missions that are noticeably more aggressive about throwing multiple fronts at you simultaneously. Players who found the base game's mid-campaign missions a comfortable cruise will get a genuine difficulty step-up here. The AI is not smarter exactly, but the mission scripting keeps pressure on two or three chokepoints at once, which forces better resource prioritization. For newcomers considering jumping in at the DLC level: do not. This content assumes you have internalized the base game's room synergies and troop-production cadence. The tutorial scaffolding from the main campaign is gone. That said, if you already own Dungeons 3 and cleared the main story, the onboarding here is essentially zero - you load in and the pacing respects your existing knowledge. The missions run roughly four to seven hours depending on how much you optimize, which is a reasonable content chunk for a DLC release. The writing and voice-over remain the series' most reliable asset. The narrator continues delivering fourth-wall-peeking commentary with genuine comedic timing, and the Lord of the Kings script leans into medieval monarchy parody with some sharp lines about succession politics. It is not deep satire, but it is consistently funny, which matters across several hours of campaign play. The base game's 94% positive Steam rating with nearly 19,000 reviews signals a community that bought into this tone completely, and the DLC delivers more of exactly that. On the downside, Lord of the Kings does not address any of the base game's persistent weaknesses. Camera control remains awkward when managing large dungeons alongside active surface combat. The late-game mission variety is limited - most scenarios resolve into the same build-up-and-push pattern. Mod support exists for the base game but DLC-specific content is less extensively covered by the community. If you were hoping the DLC would patch the gaps in the core loop, it does not. It is an honest content extension, nothing more. Diego, Scout Team
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Game Info
- Developer
- Realmforge Studios
- Publisher
- Kalypso Media
- Release Date
- Oct 13, 2017