Compare Fantasy Dungeon prices across trusted key stores and find the best deal. Developed by Hubel. Published by Hubel. Released on 3/25/2024. Available on PC. Genres: Action, Adventure, RPG.

Three classes, 120 skills, 20 dungeon floors, and almost no one talking about it online. Proceed with low expectations and you might clear it; proceed with high ones and you will bounce off fast.

I put time into Fantasy Dungeon hoping the resource loop it gestures at would open up into something worth theorycrafting. It does not, at least not in any meaningful way. What you get is a singleplayer dungeon crawler built around three classes - fighter, mage, and archer - each locked behind their own pool of unlockable skills. On paper, over 120 skills spread across three class trees sounds like it could support real build diversity. In practice, the scaling enemy difficulty through 20 floors means you largely follow the path of least resistance: grab damage, grab survivability, survive the next floor, repeat. The core loop asks you to balance gold income against hero upgrades and skill purchases, which is a decent micro-decision framework for the first several floors. You can brawl through using health and stamina potions as a crutch, or try to play the aggro geometry and pick fights on your terms. The fighter handles it bluntly, the mage has the most interesting kit if you can manage the fact that melee enemies close the gap relentlessly, and the archer sits uncomfortably between the two. Community criticism points squarely at the ranged classes struggling to kite effectively, and having spent time with all three, that frustration is legitimate. Keeping distance is not really a supported playstyle so much as an aspiration. The procedural generation tag on the Steam page is technically accurate but do not let it build false expectations. Dungeons feel structurally similar across runs and enemy behavior patterns are consistent enough that memorization replaces strategy fairly quickly. The shop upgrade tooltips offer little information inside the dungeon itself, which becomes an actual irritant when you are trying to make meaningful build decisions mid-run. Save game reliability has also been flagged as inconsistent, with gold and unlocked abilities occasionally failing to persist correctly between sessions. For a game where your gold decisions are the main source of meaningful choice, that is a significant quality-of-life gap. There is a thin version of a good game somewhere in here. The character creator is more expressive than the genre usually bothers with, letting you change armor, weapons, accessories, hair, and skin color across over 60 weapon and shield variants. That is charming for a solo project by a small developer. But charm does not compensate for underdeveloped systems, limited class differentiation, and a loop that runs out of interesting decisions well before floor 20. If you finish it once with the mage and feel the itch, replaying with the other two classes is genuinely the full extent of the long-term content. Monika, Scout Team

Fantasy Dungeon

Fantasy Dungeon

Mar 25, 2024Hubel
GamerScout Says

Three classes, 120 skills, 20 dungeon floors, and almost no one talking about it online. Proceed with low expectations and you might clear it; proceed with high ones and you will bounce off fast.

PC
Best Price Available
€0.00
at N/A
Historical low: €19.73

GamerScout Verdict

Worth a look only for patient solo dungeon crawler fans who set their build-depth expectations firmly at floor zero.

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Price History

Historical low
€19.735 Jun 2026
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About Fantasy Dungeon

I put time into Fantasy Dungeon hoping the resource loop it gestures at would open up into something worth theorycrafting. It does not, at least not in any meaningful way. What you get is a singleplayer dungeon crawler built around three classes - fighter, mage, and archer - each locked behind their own pool of unlockable skills. On paper, over 120 skills spread across three class trees sounds like it could support real build diversity. In practice, the scaling enemy difficulty through 20 floors means you largely follow the path of least resistance: grab damage, grab survivability, survive the next floor, repeat. The core loop asks you to balance gold income against hero upgrades and skill purchases, which is a decent micro-decision framework for the first several floors. You can brawl through using health and stamina potions as a crutch, or try to play the aggro geometry and pick fights on your terms. The fighter handles it bluntly, the mage has the most interesting kit if you can manage the fact that melee enemies close the gap relentlessly, and the archer sits uncomfortably between the two. Community criticism points squarely at the ranged classes struggling to kite effectively, and having spent time with all three, that frustration is legitimate. Keeping distance is not really a supported playstyle so much as an aspiration. The procedural generation tag on the Steam page is technically accurate but do not let it build false expectations. Dungeons feel structurally similar across runs and enemy behavior patterns are consistent enough that memorization replaces strategy fairly quickly. The shop upgrade tooltips offer little information inside the dungeon itself, which becomes an actual irritant when you are trying to make meaningful build decisions mid-run. Save game reliability has also been flagged as inconsistent, with gold and unlocked abilities occasionally failing to persist correctly between sessions. For a game where your gold decisions are the main source of meaningful choice, that is a significant quality-of-life gap. There is a thin version of a good game somewhere in here. The character creator is more expressive than the genre usually bothers with, letting you change armor, weapons, accessories, hair, and skin color across over 60 weapon and shield variants. That is charming for a solo project by a small developer. But charm does not compensate for underdeveloped systems, limited class differentiation, and a loop that runs out of interesting decisions well before floor 20. If you finish it once with the mage and feel the itch, replaying with the other two classes is genuinely the full extent of the long-term content.

Monika
Monika · Scout Team

RPGs

Tags

singleplayertier:aaaResource ManagementGold EconomySkill TreePotion ManagementLevel ScalingSolo CampaignHero UpgradingShort-Run Dungeon Crawler

System Requirements

Minimum

OS
Windows XP / Windows Vista / Windows 7 / Windows 8 / Windows 10 / Windows 11
Memory
4 GB RAM
DirectX
Version 9.0
Storage
1200 MB available space
Graphics
512MB NVIDIA GeForce 6800 series or ATI Radeon X800 series or better
Processor
x86 compatible 2.3GHz or faster processor (Intel 2nd generation core i-series or equivalent)
Sound Card
DirectX 9.0 compatible 16-bit sound card

Recommended

OS
Windows 7 / Windows 10 / Windows 11
Memory
8 GB RAM
DirectX
Version 11
Storage
1200 MB available space
Graphics
1.5GB NVIDIA GeForce 500 series or ATI Radeon 6000 series or better
Processor
x86 compatible 3.2GHz or faster processor (Intel 4th generation core i-series or better)
Sound Card
DirectX 9.0 compatible 16-bit sound card

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Game Info

Developer
Hubel
Publisher
Hubel
Release Date
Mar 25, 2024

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Frequently asked questions about Fantasy Dungeon

How much does Fantasy Dungeon cost?

Fantasy Dungeon pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is Fantasy Dungeon available on?

Fantasy Dungeon is available on PC.

When was Fantasy Dungeon released?

Fantasy Dungeon was released on 25 March 2024.

Who developed Fantasy Dungeon?

Fantasy Dungeon was developed by Hubel.