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Dungeon Settlers on Steam

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A colony sim based dungeon crawler where you manage your expedition to build a settlement in barren land, provide food and shelter for your people, lead them deep into the merciless dungeon, overcome challenging combat by your strategy.

Dungeon Settlers is a dungeon crawler, strategy and colony sim game developed by CanOpener and published by CanOpener and WhisperGames.
Released on September 04th 2026 is available on Windows, MacOS, Steam Deck and Steam Machine in 10 languages: English, French, German, Russian, Japanese, Simplified Chinese, Traditional Chinese, Korean, Spanish - Spain and Portuguese - Brazil.

It has received 1,337 reviews of which 1,056 were positive and 281 were negative resulting in a rating of 7.6 out of 10. 😊

The game is currently priced at 24.99€ on Steam.


The Steam community has classified Dungeon Settlers into these genres:


Here is the detailed breakdown of supported languages for Dungeon Settlers:

UI Subtitle Audio
English
German
French
Korean
Spanish - Spain
Simplified Chinese
Traditional Chinese
Russian
Japanese
Portuguese - Brazil

Media & Screenshots

Get an in-depth look at Dungeon Settlers through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 or newer
  • Processor: Core 2 Duo
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 4000 or other shader model 4.0
  • Storage: 2 GB available space
MacOS
  • OS: macOS 11.0 Big Sur
  • Processor: Intel 64-bit or Apple Silicon
  • Memory: 4 GB RAM
  • Graphics: Metal-capable GPU
  • Storage: 2 GB available space

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

20 hours played
Sept. 2026
Has a great framework to become something really deep and the core loop is already engaging. There needs to be a reason for the town to exist while you're in the dungeon though; simply being able to assign settlers to tasks that give better refinement ratios (IE, making 33-50% more planks from logs because they're taking their time) while you're away would be nice. As for specific nitpicks. Maybe put farming much further back on the tech tree so it's clear you won't be able to make use of it until much later in the game and you don't waste resources getting it. Repair costs feel a little undercommunicated; it's hard to know exactly how much an item will take to repair. Melee gear needs to be much more durable and give a lot more flat damage resistance by default to justify 'being where enemies can hurt you'. There's too many gameplay forces/enemy abilities that push you toward just taking one tank and 3 ranged characters. PLEASE make anyone with a melee weapon immune to ranged monster snares; that's one of the biggest things that makes melee unappealing later in the game. It's also specifically hard to use non-spear melee characters because of lack of threat-control tools until high levels; enemies will just happily attack whoever they please, it seems. Either make taunt lower level, or maybe give the Shield tree a 'guard friendly' ability that allows them to intercept 50% of damage meant for someone else while also mitigating a portion of that damage?
13 hours played
Sept. 2026
The game I was always waiting for and didn't know I needed until I played it. It's for you if you like: -Resource management. -Pixel art design. -A Dungeons and Dragons style game. -Base building. -A chill game to pass the time and let it fly. It's not for you if you want: -A game with mind-blowing graphics. -A complex combat system. -Detailed combat animations. Developers, I'm going to be hard on you, but I believe this game has only been explored to about 30% of its potential, so I expect that remaining 70% in future updates. It's simply mind-blowing what you've done with everyone in the game <3
116 hours played
Sept. 2026
You are not getting older, games are just getting much worse. And Dungeon Settlers firmly reminds you how great game systems with thoughtful design crafts a thoroughly entertaining game. Managing a building settlement itself is a minigame reminiscent of Dungeon Keeper 2's tile number and furniture requirement, beholden to your(initial) given land size. You can seemingly always wonder "can I make this design more efficient?" Character creation is impressively handled with unique portraits with sprites for individuality so each portrait and sprite appears once per run, with infinitely different permutations of traits, stats, class, names, subtraits and skills. For a hyper-analytic Path of exile min maxer like me this also kept me wondering "What if i built it this way?" Each dungeon run is short enough to swing to the next slower pace of settlement building, ad infinium. "Just need another run for 3 clay" or "another permanent stat potion run". Unabashedly a save scummer I have spent close to 10 hours rerolling characters and level ups so if you are into that as I am, all of the above will speed time to 5am from the gameplay loop. And its in early access. Active updates with promising roadmap makes this initial 2hour steam buy-refund for me a surprising permanent resident in my library. Highly recommended and great job to the team
36 hours played
Sept. 2026
I completed the game till the credits on the Very Hard difficulty. The game is playable, but it isn't ready. I'm writing a critical review in the hopes that it will help the developers gather feedback. The main problem is the balance. - Early game combat is a frantic kite, requiring you to dodge every attack. If you step out of melee range (2 tiles), the attack cast is reset. You end up moving your melee units back and forth, negating every enemy attack. The fight becomes adequate when you get a healer in your group, but the healer stuff is unavailable in early game. (Note: I have played on the "very hard" difficulty.) - The equipment is fairly uniform. A wooden spear has +30 attack, bone +41, carapace +48, ​​bloodwood +56, and copper (the best available material) +60. That's it, no other stats. Moreover, you can obtain bloodwood after just a couple of hours of play. The same applies to every weapon. - Building a settlement, crafting items in it, and researching technologies feels like a time-waster. You give your settlers instructions and just have to watch them work. That's it. Optimality isn't critical; you can't lose. The "Colony Sim" and "Management" parts of the game are only present in a formal sense. - Crafting resources are obtained by simply grinding on the first floors. You need some wood for the starting buildings, then a lot of wood to create average rooms, then a lot of wood to create better rooms. The most effective farming method is to run low-level floors with a high-level group many times. - To level up a hero, you need to accumulate experience and mana stones. Experience accumulates five times faster than stones. This is because when leveling up, you can spend x4 stones for a x1.5 stat boost. And of course, it's a must-have; these are your stats that will stay with you forever! - The biggest cringe is the need for a save scam when leveling up. Besides stats, you get five random talents, like attack speed, crit chance, dodge chance, carry weight, and so on. You can only choose one. And if there's no suitable one, you've just waste mana stones. And you don't just need the right talent, but at least a green grade, since it's exactly twice as good as a white one (but 10 times less common). Like +20% physical attack, instead of +10%. There's also a blue grade, which is three times better. Like +30%damage reduction when blocking, instead of +10%. And then there are unique talents. Do you want a working build? Please, be kind enough to save-load 30-40 times until something decent rolls. - Min-maxing is broken. In the game, you can obtain unlimited (though rare) potions that permanently boost Strength or Intelligence. The most efficient use is to constantly buff the same damage dealers. Furthermore, there's a passive ability that significantly increases critical hit chance depending on the total number of monsters killed throughout the game. Also bosses drop a soul, which grants a unique talent to one hero of your choice. Ultimately, the game encourages you to play with the same characters and buff them exclusively, unlike in Darkest Dungeon, where you're forced to change your party after each run. - The class system doesn't work. Characters have up to three random active skill branches and up to three passive ones. Active skills can only be used with one weapon type. In other words, you'll be leveling up only one (and you have enough skill points only for one). Why have three branches then? It could be made simpler: you choose a character class (= skill branch) from all available ones and that's it. It's strange to see two more talent trees that you'll never level up. And the character only has three active skill slots. If you get more than three, there are no any space for them on the skill bar. - The mechanic of separate head and body HP is useless. Damage is randomly dealt to either the body or the head. If the body HP is depleted, the damage is dealt to the head. If the head HP is depleted, the unit dies. Why? How is this supposed to diversify the strategy? In reality, it's just random. You can, if you're lucky, kill the enemy a little earlier. Or, conversely, you can accidentally die after taking a couple of hits to the head.
6 hours played
Sept. 2026
The TLDR is the game is great... if you're into these types of games. However it is in no way similar to RimWorld outside of the fact that its top down and you can build a base... if you can even call it that. The game is very much still early in development and with good mod support it will be a great game. Now onto the actual review... Lets just get this out of the way, I've got nearly 1500 hours on the rim and these are 2 very different games. RimWorld is a story teller. Its a survival sandbox with a vague objective that you can blatantly ignore if you want to. However you HAVE to plan for food, combat, medical, and seasons and any mistake you make can be game ending. Oh, your pawn accidentally got cold and wet? tough break, now he's lighting your base on fire, you have no food, and btw, there's 100 boomalopes coming down on you. This is more similar core keeper as a dungeon crawler. You find enough food that it doesn't really matter, the base building is shallow. Truth be told I don't really even know why you would recruit more people outside of just trying to minmax stats but that becomes a problem when you get attached to characters. If you don't have to farm for food and finding seeds is rare anyways, you can just eat herbs for health, you don't have to worry about base raids, and anybody can do any task, then why would you bother bringing more mouths to feed into the colony? If the GOAL is to be more like RimWorld or just adding to the depth of the base building, then my recommendation would be to open up the base building aspect. Make farming available from the start, let us grow basic food and wood at the base, give us more space in the base to build things in the base that give benefits in the dungeon. Then either make it so that each of the people you recruit can only do certain things or so that NPC's move in. This would also make it so that you didn't have to worry about doing specific runs for basic stuff. Having to do a dungeon run just for some grass and wood logs because you can't carry them with all the other stuff you collect is incredibly annoying. Make it so that pawns can get permanent injuries that require the operation tables and having to recruit people to take their place while they're healing. Raids that the defenses can be used for. Basically, make it so that you HAVE to think about the base. Right now the base feels like a chore than a complimentary feature.

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Frequently Asked Questions

Dungeon Settlers is currently priced at 24.99€ on Steam.

No, Dungeon Settlers is currently not on sale. You can purchase it for 24.99€ on Steam.

Yes, Dungeon Settlers received 1,056 positive votes out of a total of 1,337 achieving a rating of 7.57.
😊

Dungeon Settlers was developed by CanOpener and published by CanOpener and WhisperGames.

Yes, Dungeon Settlers is playable and fully supported on Windows.

Yes, Dungeon Settlers is playable and fully supported on MacOS.

No, Dungeon Settlers is not playable on Linux.

Yes, Dungeon Settlers is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Dungeon Settlers is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Dungeon Settlers does not support VR.

Dungeon Settlers is a single-player game.

Yes, there is a DLC available for Dungeon Settlers. Explore additional content available for Dungeon Settlers on Steam.

No, Dungeon Settlers does not support mods via Steam Workshop.

No, Dungeon Settlers does not support Steam Remote Play.

Yes, Dungeon Settlers is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Dungeon Settlers.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 16 October 2026 23:52 UTC
SteamSpy data 17 October 2026 13:03 UTC
Steam price 23 October 2026 02:25 UTC
Steam reviews 21 October 2026 09:47 UTC

If you'd like to dive deeper into the details about Dungeon Settlers, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Dungeon Settlers
  • SteamCharts - Analysis of Dungeon Settlers concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Dungeon Settlers compatibility
Dungeon Settlers
Rating
7.6
1,056
281
Game modes
Features
Online players
75
Developer
CanOpener
Publisher
CanOpener, WhisperGames
Release 04 Sep 2026
Platforms