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Dungeon Tycoon on Steam

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Build your own dungeon and attract heroes from all over the realm! Grow your business by exploiting every facet of your visitors' dungeon exploration experience. Will you be able to keep your evil dungeon business going?

Dungeon Tycoon is a management, tower defense and dungeon crawler game developed by Lunheim Studios and published by Goblinz Publishing and Maple Whispering Limited.
Released on September 25th 2024 is available on Windows and MacOS.

It has received 1,191 reviews of which 941 were positive and 250 were negative resulting in a rating of 7.6 out of 10. 😊

The game is currently priced at 14.99€ on Steam, but you can find it for 0.38€ on Eneba.


The Steam community has classified Dungeon Tycoon into these genres:

Media & Screenshots

Get an in-depth look at Dungeon Tycoon 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
  • OS *: Windows 7, 8, 8.1, 10 x64
  • Processor: Intel Core i5-3470
  • Graphics: 4 GB RAM
  • Storage: 4 GB available space

User reviews & Ratings

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

20 hours played
Sept. 2026
Imagine standing in front of one of those thousand flavor soda machines, trying to decide what to get. Strawberry-kiwi lemonade? Ginger ale & spiced plum? Cherry rootbeer? And then, out of the corner of your eye, you see a child dumping a little bit of every flavor syrup in a huge cup. "That's going to taste like cough medicine", you wince. That's where this game falls. "Dungeon Tycoon" is an unusual mix of builder and process optimizer. You are in charge of constructing a dungeon to recruit heroes, heroes which will destroy your monsters and loot your treasure chests. Letting heroes escape, full of treasure and experience, makes for better reviews, but slaughtering them for souls is the path for upgrades. It's an interesting balance that almost evokes "Evil Genius" from 2004 - make your base too evil and nobody will come to thwart you. The balance of adding new rooms and discovering compatible monster balances is a tight line to walk, and the first two-thirds of the game feel vibrant. That's the sense of wonder described with the hypothetical soda machine. To continue with the metaphor, the research tree is clunky (coconut), the boss pathing lets them wander outside of their established rooms (bubblegum), the unlockable items are disturbingly narrow in their use (freshly cut grass), certain room SIZES are restricted by research (jalapeno), the master spells are only marginally useful if you want to grind for certain goals (spiced tobacco), and the entire quest cycle is full of arbitrary X number goals with far-too-useless cosmetics as rewards (mint chocolate chip). Any of those "flavors" by themselves might be tolerable with a creative application, but put them together, and you get cough medicine. Steam needs a "Meh" button. I'm giving the game a thumbs up because the early part of the game IS an interesting builder puzzle on a foundation of good ideas. And that I got it on a deep discount during a Steam sale. Would I play it again? Maybe in the future; I still like the concept. Would I actively seek it out as a priority to buy, especially at full price? Heavens no.
13 hours played
Sept. 2026
this game isnt like gonna blow you away but it is worth it if you already played the indie bangers
12 hours played
Sept. 2026
This game is awesoe and is exactly what you'd expect and more.
50 hours played
Aug. 2026
I do enjoy this game is fun but I think it could be so much more. Still fun worth buying and playing especially if on sale. I got it as a demo before it was even officially released.
7 hours played
July 2026
Im going to recommend this game with some big caveats: I know this game is still in development and has a roadmap but i feel like there should be some items in the research tree/or just changes to how mobs work, as well as some QOL changes for this game to shine. Disclaimer, i haven't looked online for strategies or min maxing, not how i like to do things personally. i feel like the game design should lend itself to discovering better efficiency, but im starting to hit some walls and might look online. Note i have been playing in Relaxed mode, and as you will see i don't think its really relaxing xD I feel like revenue generation is too slow. i don't know if i haven't found the secret sauce yet or what, but i have vending machines in multiple locations, and my prices are lower than the default. but it seems like heroes don't use them as often as they should. Almost no one uses the energy machines and they will sometimes go through the dungeon twice. Same goes for the goblin grill, i have had it in my "lounge/entrance" area and in the middle of an active combat zone, no one is buying food. if they do its maybe one or two. The only way i have seen improvement in revenue is simply hiking up the price to entry. no complaints from heroes yet but im sure ill find that ceiling soon. I found that putting health vending machine in the entrance with the grouping table has a huge benefit, as soon as a group is formed they go straight to the machines and stock up. i say this happens maybe 85% of the time. again they go up to the energy machines next to them and either don't have the money or don't want to pay for it, despite the prices being the same. Maybe i haven't found it, but i dont understand losing all the money at the end of the day that isn't claimed. I've been using the overlord perk to steal from chests, but this shouldn't be a thing unless you want a little extra boost. at the end of the day any left over coin should automatically be kept. Fun idea, merch vending machines to create a Giftshop would be funny. Sell balloons, plushies, hats, whatever. but a little revenue generation from them exiting through the gift shop would be funny. Also the weapon rack should sell weapons to heroes, Mobs. currently how mobs work is really annoying. I feel like the cost to level them up is too expensive for the return, i also feel, that like the heroes, they should naturally gain XP as well so the longer you have a mob active in a room the stronger it gets. Maybe award them a constant amount of XP at the end of each day, with bonus points for heroes they kill. It has gotten to the point where you aren't collecting enough souls to level up mobs strong enough to give heroes any kind of challenge. it becomes a gold farm simulator where you aren't getting any of the cut. We also need some dedicated BOSSES. again maybe this is something i haven't found yet but i think even day one you should get a basic boss mob that is strong enough to put up a fight with a group. I feel like the only way i can collect souls is to make one giant room, slam all the monsters i have in it, and hope they manage to kill enough for the souls to level. not something i want to deal with. Others have suggested things like Room timers, maybe better mob AI these too could greatly improve the experience. Research, I like the research tree idea, have X amount of guests to progress research, this is fine. i think researching decor should be changed to buying it in a shop window (after the revenue issue is addressed) i dont know, researching decor feels like a time gate when there are more valuable research items in the tree. This goes for the doors as well, why am i researching doors. More traps types would be cool as well: how about arrows coming out of the walls? swinging axes in the ceilings? poison gas leaks? Aside from these things, the game looks great. i love the color and design of the game, i think it would be nice to pay to restock the camping areas mid day to just keep people going. i think there should be more room themes and the themes should have multipliers for the popularity rating. i feel like the popularity rating is a slog in itself. I would recommend this game when its 50% off or more its a good sit down, turn your brain off and play. Im also recommending it because the last time i left a review, the following patch addressed nearly all my concerns so im really really REALLY hoping i can luck out again xD. i think with some time and development it could be really good. PRO TIP: A POV mode, where you can pick a hero and POV their dungeon run would be really cool. ill double check to see if this is a setting i missed but pretty sure it doesn't exist.

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Frequently Asked Questions

Dungeon Tycoon is currently priced at 14.99€ on Steam.

No, Dungeon Tycoon is currently not on sale. You can purchase it for 14.99€ on Steam.

Yes, Dungeon Tycoon received 941 positive votes out of a total of 1,191 achieving a rating of 7.56.
😊

Dungeon Tycoon was developed by Lunheim Studios and published by Goblinz Publishing and Maple Whispering Limited.

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

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

No, Dungeon Tycoon is not playable on Linux.

This information about Dungeon Tycoon is not available yet.

This information about Dungeon Tycoon is not available yet.

No, Dungeon Tycoon does not support VR.

Dungeon Tycoon is a single-player game.

Yes, there are 2 DLCs available for Dungeon Tycoon. Explore additional content available for Dungeon Tycoon on Steam.

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

No, Dungeon Tycoon does not support Steam Remote Play.

Yes, Dungeon Tycoon 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 Tycoon.

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 27 September 2026 02:10 UTC
SteamSpy data 18 October 2026 08:34 UTC
Steam price 26 October 2026 19:18 UTC
Steam reviews 18 October 2026 16:08 UTC

If you'd like to dive deeper into the details about Dungeon Tycoon, 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 Tycoon
  • SteamCharts - Analysis of Dungeon Tycoon concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Dungeon Tycoon compatibility
Dungeon Tycoon
Rating
7.6
941
250
Game modes
Features
Online players
29
Developer
Lunheim Studios
Publisher
Goblinz Publishing, Maple Whispering Limited
Release 25 Sep 2024
Platforms
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