Compare DungeonTop prices across 50+ stores and find the best deal. Developed by One Up Plus Entertainment. Published by Surefire.Games, One Up Plus Entertainment. Released on 6/21/2020. Available on PC. Genres: Indie, Strategy.

DungeonTop smashes roguelike deck-building into a tabletop miniatures brawler, your cards summon troops, and positioning actually matters on the grid.

DungeonTop sits at an intersection that not many games bother to occupy: it is a roguelike deck-builder where winning a hand does not just deal damage to a health bar but instead places physical units on a small battlefield grid. You pick a hero, choose an allegiance that determines your card pool, then descend floor by floor through a dungeon where each run reshuffles what you have available. That structural loop is familiar enough to anyone who has touched Slay the Spire, but the tactical layer on top is genuinely its own thing. From a decision-depth standpoint, what keeps DungeonTop interesting is that your choices compound in two separate dimensions simultaneously. First, there is the deck-construction side: which cards you draft between encounters, how you thin your deck, and which synergies you are building toward. Second, there is the positional combat side: units have placement rules, attack ranges, and adjacency interactions that mean a poorly arranged board can lose a fight your deck should theoretically dominate. For a strategy-minded player, that dual-layer pressure is the whole appeal. You cannot just autopilot a strong curve; you have to read the board state every single round. The hero and allegiance system provides meaningful run variety without ballooning into an overwhelming roster. Each allegiance plays with a distinct mechanical identity, so switching allegiances between runs genuinely changes how you approach drafting rather than just reskinning the same decision tree. The between-battle choices, things like picking rewards, managing resources, and deciding which path through the dungeon to take, add a light planning layer that rewards players who think a few rooms ahead rather than optimizing one fight at a time. It is not the deepest strategic graph you will ever see, but it is cohesive. Where DungeonTop shows its indie budget is in pacing and content volume. The mid-run floors can start to feel repetitive before you reach the deeper dungeon, and players who burn through roguelikes quickly may hit the ceiling of distinct run archetypes faster than they would like. The AI opposition is competent enough to punish sloppy positioning but rarely does anything surprising in the late game; veteran strategy players will read its patterns within a handful of runs. The tutorial covers the basics without being condescending, which is genuinely worth noting. The grid-plus-deck combination sounds complicated on paper, but the game introduces mechanics incrementally and a newcomer to either genre can find their footing without a wiki. That approachability, combined with runs that clock in around 30 to 60 minutes each, makes this a reasonable starting point if you want something more spatially engaged than a pure card game but less committed than a full tactical RPG. The mod ecosystem and post-launch content additions are modest compared to the major names in the genre, so if you are someone who expects hundreds of hours of community-driven expansion, temper that expectation. What is here is polished, stable, and honest about what it is. The 82% positive Steam rating from over 500 reviews suggests the core loop lands for most people who give it a genuine attempt. If you are a strategy player who has already exhausted your current deck-builder rotation and wants a run format with actual spatial tactics baked in, DungeonTop earns its place in the queue. Diego, Scout Team

DungeonTop
IndieStrategy

DungeonTop

Jun 21, 2020One Up Plus EntertainmentSurefire.Games, One Up Plus Entertainment
GamerScout Says

DungeonTop smashes roguelike deck-building into a tabletop miniatures brawler, your cards summon troops, and positioning actually matters on the grid.

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About DungeonTop

DungeonTop sits at an intersection that not many games bother to occupy: it is a roguelike deck-builder where winning a hand does not just deal damage to a health bar but instead places physical units on a small battlefield grid. You pick a hero, choose an allegiance that determines your card pool, then descend floor by floor through a dungeon where each run reshuffles what you have available. That structural loop is familiar enough to anyone who has touched Slay the Spire, but the tactical layer on top is genuinely its own thing. From a decision-depth standpoint, what keeps DungeonTop interesting is that your choices compound in two separate dimensions simultaneously. First, there is the deck-construction side: which cards you draft between encounters, how you thin your deck, and which synergies you are building toward. Second, there is the positional combat side: units have placement rules, attack ranges, and adjacency interactions that mean a poorly arranged board can lose a fight your deck should theoretically dominate. For a strategy-minded player, that dual-layer pressure is the whole appeal. You cannot just autopilot a strong curve; you have to read the board state every single round. The hero and allegiance system provides meaningful run variety without ballooning into an overwhelming roster. Each allegiance plays with a distinct mechanical identity, so switching allegiances between runs genuinely changes how you approach drafting rather than just reskinning the same decision tree. The between-battle choices, things like picking rewards, managing resources, and deciding which path through the dungeon to take, add a light planning layer that rewards players who think a few rooms ahead rather than optimizing one fight at a time. It is not the deepest strategic graph you will ever see, but it is cohesive. Where DungeonTop shows its indie budget is in pacing and content volume. The mid-run floors can start to feel repetitive before you reach the deeper dungeon, and players who burn through roguelikes quickly may hit the ceiling of distinct run archetypes faster than they would like. The AI opposition is competent enough to punish sloppy positioning but rarely does anything surprising in the late game; veteran strategy players will read its patterns within a handful of runs. The tutorial covers the basics without being condescending, which is genuinely worth noting. The grid-plus-deck combination sounds complicated on paper, but the game introduces mechanics incrementally and a newcomer to either genre can find their footing without a wiki. That approachability, combined with runs that clock in around 30 to 60 minutes each, makes this a reasonable starting point if you want something more spatially engaged than a pure card game but less committed than a full tactical RPG. The mod ecosystem and post-launch content additions are modest compared to the major names in the genre, so if you are someone who expects hundreds of hours of community-driven expansion, temper that expectation. What is here is polished, stable, and honest about what it is. The 82% positive Steam rating from over 500 reviews suggests the core loop lands for most people who give it a genuine attempt. If you are a strategy player who has already exhausted your current deck-builder rotation and wants a run format with actual spatial tactics baked in, DungeonTop earns its place in the queue. Diego, Scout Team

Tags

steamDeck-BuildingRoguelikeGrid TacticsTabletop-Style CombatHero SelectionDungeon CrawlRun-BasedPositional Strategy

System Requirements

System requirements for DungeonTop aren't listed yet. Check the store page for the latest specs.

Reviews & Ratings

Steam
82%(574)

Game Info

Developer
One Up Plus Entertainment
Publisher
Surefire.Games, One Up Plus Entertainment
Release Date
Jun 21, 2020

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