Compare Super Dungeon Bros prices across 50+ stores and find the best deal. Developed by React Games. Published by Wired Productions. Released on 11/1/2016. Available on PC, Mac, Xbox. Genres: Action, Adventure, Casual, Indie.

Grab three friends who owe you a favour, because this couch co-op dungeon brawler falls apart the moment any of them bail on you.

I went looking for a low-stakes couch brawler and Super Dungeon Bros fit the brief on paper: up to four players, procedurally generated dungeons, weapon variety, a threat meter that escalates the chaos. Twenty minutes in solo, though, and the problems start stacking. The difficulty spike hits almost immediately when you are playing alone, and the combat vocabulary is thin enough that you exhaust it before the first boss. Light attack, heavy attack, ultimate move - that is essentially the whole kit. Weapon classes include swords, crossbows, hammers and wands, which sounds promising, but the crossbow in particular is a trap for new players: the reload mechanic in active combat is a liability, not a feature, and the weapon balance across all four classes is rough enough to matter. The three dungeon worlds - Cryptheim, Chillheim and Bogheim - are visually distinct on paper (underground crypts, icy brewery, poisonous jungle) but the procedural generation recycles room templates aggressively. By the second depth of the first world you are already seeing repeats, and the three worlds are close enough in feel that the theming does not rescue the repetition. The threat meter is the one genuinely interesting mechanic: fill it by killing enemies and the dungeon dumps a wave of reinforcements on you, creating actual pressure moments. Using the environment against enemies - spinning blades, spike traps, throwable bombs - adds a layer of creativity that the combat alone cannot provide. The Bro Throw mechanic, where you lob a teammate across a gap to hit a trigger or reach a chest, is a co-op wrinkle that works well locally and badly with strangers online. And that is the real issue with Super Dungeon Bros in its current state: the online population is essentially gone. Finding a match through random matchmaking is not a realistic option anymore. If a teammate drops during a session, the run ends for everyone, which is a brutal design call for a live game with no player base to absorb the attrition. Performance at launch was widely criticized for frame drops during high enemy counts and excessive load times; a post-launch patch addressed some of this but the game is still not a smooth experience when the threat meter maxes out and the screen fills up. The Steam user review score sitting at roughly 38 percent positive tells the honest story here. Where Super Dungeon Bros earns a conditional pass is in genuine couch co-op with three people you know. The shared lives pool forces coordination, the trap-based puzzle sections give everyone something to think about, and the moment-to-moment button-mashing does produce some fun half-hour sessions. The rock theme is mostly cosmetic - the characters are named after rock icons, the realm is called Rokheim, and a few weapon descriptions contain metal puns, but the soundtrack is timid and beat-based gameplay is nowhere to be found. If you have been through Gauntlet and Castle Crashers and still want more in this lane, there is a thin amount of fun to extract here with the right crew. Going in solo or expecting functional online matchmaking will leave you cold. Fred, Scout Team

Super Dungeon Bros
ActionAdventureCasualIndie

Super Dungeon Bros

Nov 1, 2016React GamesWired Productions
GamerScout Says

Grab three friends who owe you a favour, because this couch co-op dungeon brawler falls apart the moment any of them bail on you.

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About Super Dungeon Bros

I went looking for a low-stakes couch brawler and Super Dungeon Bros fit the brief on paper: up to four players, procedurally generated dungeons, weapon variety, a threat meter that escalates the chaos. Twenty minutes in solo, though, and the problems start stacking. The difficulty spike hits almost immediately when you are playing alone, and the combat vocabulary is thin enough that you exhaust it before the first boss. Light attack, heavy attack, ultimate move - that is essentially the whole kit. Weapon classes include swords, crossbows, hammers and wands, which sounds promising, but the crossbow in particular is a trap for new players: the reload mechanic in active combat is a liability, not a feature, and the weapon balance across all four classes is rough enough to matter. The three dungeon worlds - Cryptheim, Chillheim and Bogheim - are visually distinct on paper (underground crypts, icy brewery, poisonous jungle) but the procedural generation recycles room templates aggressively. By the second depth of the first world you are already seeing repeats, and the three worlds are close enough in feel that the theming does not rescue the repetition. The threat meter is the one genuinely interesting mechanic: fill it by killing enemies and the dungeon dumps a wave of reinforcements on you, creating actual pressure moments. Using the environment against enemies - spinning blades, spike traps, throwable bombs - adds a layer of creativity that the combat alone cannot provide. The Bro Throw mechanic, where you lob a teammate across a gap to hit a trigger or reach a chest, is a co-op wrinkle that works well locally and badly with strangers online. And that is the real issue with Super Dungeon Bros in its current state: the online population is essentially gone. Finding a match through random matchmaking is not a realistic option anymore. If a teammate drops during a session, the run ends for everyone, which is a brutal design call for a live game with no player base to absorb the attrition. Performance at launch was widely criticized for frame drops during high enemy counts and excessive load times; a post-launch patch addressed some of this but the game is still not a smooth experience when the threat meter maxes out and the screen fills up. The Steam user review score sitting at roughly 38 percent positive tells the honest story here. Where Super Dungeon Bros earns a conditional pass is in genuine couch co-op with three people you know. The shared lives pool forces coordination, the trap-based puzzle sections give everyone something to think about, and the moment-to-moment button-mashing does produce some fun half-hour sessions. The rock theme is mostly cosmetic - the characters are named after rock icons, the realm is called Rokheim, and a few weapon descriptions contain metal puns, but the soundtrack is timid and beat-based gameplay is nowhere to be found. If you have been through Gauntlet and Castle Crashers and still want more in this lane, there is a thin amount of fun to extract here with the right crew. Going in solo or expecting functional online matchmaking will leave you cold. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayercooponline-cooplocal-coopachievementstrading-cardstier:indieCouch Co-opProcedural DungeonsThreat MeterBro Throw MechanicWeapon ClassesDaily DungeonShared Lives PoolRock Theme

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 10
Network
Broadband Internet connection
Storage
2500 MB available space
Graphics
Nvidia GeForce GT 740
Processor
Dual Core 2.0GHz

Recommended

OS
Windows 10
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
2500 MB available space
Graphics
Nvidia GTX 750ti
Processor
Dual Core / 3.0 GHz

Reviews & Ratings

No ratings available

Game Info

Developer
React Games
Publisher
Wired Productions
Release Date
Nov 1, 2016

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