Compare Minecraft Dungeons: Ultimate DLC Bundle (DLC) prices across 50+ stores and find the best deal. Developed by 4J Studios. Published by Microsoft Studios. Released on 7/28/2021. Available on Xbox Series X, Xbox One, PC, Xbox. Genres: Action, Multiplayer, Adventure.

All six Minecraft Dungeons DLC packs in one bundle, completing the Arch-Illager story across jungles, nether, underwater depths, and the End dimension. Skip buying them separately.

Minecraft Dungeons is an isometric action-RPG dungeon crawler built on the Minecraft IP, closer in spirit to Diablo than anything in the base sandbox game. The Ultimate DLC Bundle drops all six expansions on top of the base campaign: Jungle Awakens, Creeping Winter, Howling Peaks, Flames of the Nether, Hidden Depths, and Echoing Void. Together they complete the Arch-Illager and Orb of Dominance story arc, adding new dimensions, new enemy variants, and new gear across roughly a dozen additional levels. If you own the base game and haven't picked these up, buying them piecemeal is a bad deal by comparison. The core gameplay loop here is gear-driven, not class-driven. There are no character classes. What you equip is what you are: one melee weapon, one ranged weapon, one armor piece, and three artifacts. A trident from Hidden Depths plays very differently from a glaive or a fast dagger, and the enchantment system, which lets you stack up to three enchantment slots per piece of gear with upgradeable effects like Radiance healing, Life Steal, Chain Reaction, or Shockwave, gives you real build flexibility without requiring a spreadsheet PhD. The Flames of the Nether DLC in particular is widely considered the meatiest single expansion, and Echoing Void caps the story with a multi-phase final boss, the Vengeful Heart of Ender, that actually asks you to have your loadout dialed in. The DLC biomes also introduce unique weapons with built-in innate enchantments, like the trident's aggressive melee-ranged hybrid swing and crossbows with preset Enigma Resonator interactions, which meaningfully expand what builds are viable. Let me be straight about the ceiling here. This is not Path of Exile. The build depth is real but it caps out well below what hardcore ARPG grinders are used to, and solo play on lower difficulties can feel thin. Endgame traction comes from Ancient Hunts, where you sacrifice gear and enchantment points to roll custom gauntlet runs with better odds at gilded loot. That loop does hold up if you're playing with two to four people in co-op, online or local. Multiplayer is the context where the role-adjacent builds, tank armor with aura buffs, soul-harvesting builds using the Feral Soul Crossbow and Corrupted Beacon, healer setups running Totem of Regeneration, actually start to feel purposeful. The difficulty scaling per-player keeps things from going completely trivial. As a shooter guy I'll be honest: this game doesn't care about your polling rate or monitor hz. It's a gamepad game first, built for Xbox, and it shows. The combat is readable and snappy on a controller, boss telegraphs are clear enough even on the harder Apocalypse difficulty tiers, and the co-op netcode has been stable for a long time. What it won't give you is twitch skill expression. You're not outplaying anything on reaction time alone. Build correctness and positioning matter more than mechanical execution, which is either a feature or a dealbreaker depending on who you are. Fred, Scout Team

Minecraft Dungeons: Ultimate DLC Bundle (DLC)
ActionMultiplayerAdventure

Minecraft Dungeons: Ultimate DLC Bundle (DLC)

Jul 28, 20214J StudiosMicrosoft Studios
GamerScout Says

All six Minecraft Dungeons DLC packs in one bundle, completing the Arch-Illager story across jungles, nether, underwater depths, and the End dimension. Skip buying them separately.

Xbox Series XXbox OnePCXbox
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About Minecraft Dungeons: Ultimate DLC Bundle (DLC)

Minecraft Dungeons is an isometric action-RPG dungeon crawler built on the Minecraft IP, closer in spirit to Diablo than anything in the base sandbox game. The Ultimate DLC Bundle drops all six expansions on top of the base campaign: Jungle Awakens, Creeping Winter, Howling Peaks, Flames of the Nether, Hidden Depths, and Echoing Void. Together they complete the Arch-Illager and Orb of Dominance story arc, adding new dimensions, new enemy variants, and new gear across roughly a dozen additional levels. If you own the base game and haven't picked these up, buying them piecemeal is a bad deal by comparison. The core gameplay loop here is gear-driven, not class-driven. There are no character classes. What you equip is what you are: one melee weapon, one ranged weapon, one armor piece, and three artifacts. A trident from Hidden Depths plays very differently from a glaive or a fast dagger, and the enchantment system, which lets you stack up to three enchantment slots per piece of gear with upgradeable effects like Radiance healing, Life Steal, Chain Reaction, or Shockwave, gives you real build flexibility without requiring a spreadsheet PhD. The Flames of the Nether DLC in particular is widely considered the meatiest single expansion, and Echoing Void caps the story with a multi-phase final boss, the Vengeful Heart of Ender, that actually asks you to have your loadout dialed in. The DLC biomes also introduce unique weapons with built-in innate enchantments, like the trident's aggressive melee-ranged hybrid swing and crossbows with preset Enigma Resonator interactions, which meaningfully expand what builds are viable. Let me be straight about the ceiling here. This is not Path of Exile. The build depth is real but it caps out well below what hardcore ARPG grinders are used to, and solo play on lower difficulties can feel thin. Endgame traction comes from Ancient Hunts, where you sacrifice gear and enchantment points to roll custom gauntlet runs with better odds at gilded loot. That loop does hold up if you're playing with two to four people in co-op, online or local. Multiplayer is the context where the role-adjacent builds, tank armor with aura buffs, soul-harvesting builds using the Feral Soul Crossbow and Corrupted Beacon, healer setups running Totem of Regeneration, actually start to feel purposeful. The difficulty scaling per-player keeps things from going completely trivial. As a shooter guy I'll be honest: this game doesn't care about your polling rate or monitor hz. It's a gamepad game first, built for Xbox, and it shows. The combat is readable and snappy on a controller, boss telegraphs are clear enough even on the harder Apocalypse difficulty tiers, and the co-op netcode has been stable for a long time. What it won't give you is twitch skill expression. You're not outplaying anything on reaction time alone. Build correctness and positioning matter more than mechanical execution, which is either a feature or a dealbreaker depending on who you are. Fred, Scout Team

Tags

xboxIsometric ARPGGear-Driven BuildsLocal Co-opEnchantment SystemClassless ProgressionBoss FightsCouch Co-opLoot-Based Endgame

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Game Info

Developer
4J Studios
Publisher
Microsoft Studios
Release Date
Jul 28, 2021

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