DungeonTop on Steam - User reviews, Price & Information

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A rogue-like deck-building experience coupled with table top battles. Choose a hero and allegiance then dive deep into the dungeon, evolving your deck for survival. Each choice you make matters, even in between battles!

DungeonTop is a roguelike deckbuilder, card battler and card game game developed and published by One Up Plus Entertainment.
Released on June 21st 2020 is available only on Windows in 13 languages: English, Simplified Chinese, Traditional Chinese, German, Portuguese - Brazil, Russian, Italian, Spanish - Spain, Polish, Japanese, Korean, French and Vietnamese.

It has received 552 reviews of which 452 were positive and 100 were negative resulting in a rating of 7.7 out of 10. 😊

The game is currently priced at 13.29€ on Steam, but you can find it for 2.44€ on Gamivo.


The Steam community has classified DungeonTop into these genres:

Media & Screenshots

Get an in-depth look at DungeonTop 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 7/8/10
  • Processor: Intel Pentium Dual CPU E2180 2.00GHz
  • Storage: 600 MB available space

User reviews & Ratings

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

Jan. 2021
DungeonTop is a great little time waster. I think we all have a few of those in our life, the game we load up when we have an hour to kill. It's easy enough to find a strategy you really like, and the random nature of roguelikes slowly pushes you into different ways of playing all on it's own. It wasn't long before I had a dozen or more combinations of cards I was trying to recreate, because they had all worked really well for me. It keeps things interesting. At about an hour to an hour and a half to completely run through the 3 floors, it's not too hard to jump in and play even on a busy schedule. I recommend it.
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May 2020
(Context: I've recently beaten Ferocity 10 with the Mage and 4 with the Warrior, still struggling to understand the Rogue's optimal playstyle) The tactical factor of the grid battles are a great addition to the deckbuilding roguelike concept. Weapon styles, talents, artifacts and talents interact seamlessly with each other, and having 3 starting decklists per class per allegiance gives you 3x3x2=18 possibilities, which lets everyone test the various playstyles the game supports from the start of the run. Issues: I get the feeling that slim decks (8- cards) are greatly encouraged by the game as of now, which may be intended but leads to little variance when it comes to powerful endgame builds. There also are a few talents/treasures that carry insanely hard once you polished your deck which I hope will get checked before the full release.
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April 2020
Hi devs, it's a very good game full of interesting mechanics! My only gripes are the lack of save when you finally reach the lowest dungeon and have information that further dungeons are to be developed. Please give a save option - I have build my mage during a few hours and I want to retain it. Otherwise, it's a very solid product and I can wholeheartedly recommend it to deckbuilder-lovers.
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Feb. 2020
Well, I just installed the game today, and played for a little over an hour, and I have to say I really enjoyed it. A lot of games have come out recently trying to duplicate Slay the Spire, and often they seem like just a clone with a new coat of paint. Spellsword Cards seems inspired by The Spire, but has it’s own play style that adds board positioning and strategy to card building, and has a unique game experience that should serve it well. I have high hopes for the game going forward, and will update this review as time goes on. One improvement this game makes over Slay the Spire is in the graphics department, which is really my only real complaint with STS. The graphics of Spellsword remind me of Darkest Dungeon or Deep Sky Derelicts, which is a good thing, and there is no stupid looking giant whale that you have to talk to! (Sorry Spire).
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Jan. 2020
The game is definitely in an impressive state for an early access title. Props to the devs for releasing a stable game with some fairly fleshed-out mechanics. The price seems very fair for what the game offers and the art is quite well done. But what of the actual game mechanisms themselves? I've only played a few runs, but here's some first impressions for those that enjoy similar games in the genre. (Slay the Spire, Darkest Dungeon, Neoverse, etc.) Combat: Combat revolves around a central grid in which diagonal movement and attacks are prohibited. So, naturally, much of your strategic focus is going to center around unit positioning. (Where should I put my ranged units? Where should I place my buffers? Am I vulnerable to their melee units? etc.) I think its fair to say, if you like these types of decisions, you'll enjoy this game even in its early access state. Death and progression are tied solely to your hero's health. Manipulating your hero (Do I attack and possibly expose him to danger?) is very interesting and meaningful. By far the best thing to emerge from this grid system is the management of your hero unit So, what decisions are on offer apart from the grid-based combat? Many, but (in the games current state) the other systems are absolutely secondary. Your Deck: Cards are drawn each turn based on the mana you have remaining from the previous turn. If you spend 2/4 of your mana this turn, next turn you're going to draw two cards. So the intended tension seems to come from the choice between playing mana this turn (adding units to the board, casting spells) or drawing additional cards the next. The problem is most (if not all?) starting cards cost no mana. So the tension evaporates. Every turn I'm incentivized to spam all my free units on the board because I'll draw the maximum amount of cards next turn anyways. And the cards that do cost mana rarely seem powerful enough to warrant the cost. The dominant strategy seems to be: flood the board forever and always. I rarely have cards left in my hand that I'm unable to or am interested in playing. That said, when I play cards that cost mana, it really is just not fun for me to draw only one or two cards on the next turn. Not saying it's an objectively poor design choice, I just noticed my "Yay, that was a big, awesome turn!" moments quickly sour into "..and now I'm screwed this turn." quite often. The cards you don't play are discarded. This makes turns where you draw units that synergize well extremely strong and turns with poor draws extremely weak. The game does have a few +draw cards, or ways to search your deck which helps but I'm not sure its enough to address the core issue. If your draw order is suboptimal it can take a while to see those cards again because you're only drawing (at maximum) 3 cards per turn in the early stages of the run. Progression: Rewards generally come in the form of new or upgraded cards. A system I've come to love from many other deck-building games. Spellsword's system offers you a line of face-down cards to flip after each fight. You can choose which type of card to reveal (Unit, Item, Potion, Artifact, etc.) but you can only typically reveal two of the 5-6 cards on offer. This is a neat choice but it can feel very restrictive at times. Most of the time I find myself settling for mediocre new cards because the only other option is to leave the new cards behind. Apart from new cards, you also gain some amount of experience after each successful fight. You can use experience to unlock new perks which I quickly learned are absolutely critical to your survival. In fact, the perks are so important that they completely overshadow the assortment of new cards I've added to my deck. It's a shame that a game with a deck-building mechanic at its core shifts most of your character's key progression onto a primitive talent tree. As soon as I learned the strong talents, my runs became much easier almost irrespective of what was in my deck. Upgrades to cards can also feel lackluster. A card with 5 "value" in stats may only go to 6 "value" after a costly and rare upgrade. It just doesn't feel as meaningful as it should and doesn't happen nearly as often as I'd like. Steady card culling and upgrading I think are necessary if you intend to let players tailor their decks to their unique strategic goals. Dungeons: I just don't feel the dangers of lurking around a dungeon when I play this game. Why was Darkest Dungeon so compelling? Walking aimlessly around a dungeon was legitimately dangerous. You took stress, you risked additional fights, it cost resources (keys, torches, food) to explore, but we all anxiously pushed through the blackness because we knew something shiny was almost certainly on the other side. And that shiny thing was likely necessary to our long-term survival. Right now, I'm left to waltz around the dungeon without fear, scouting for lackluster items as long as I wish. The Enemies: I think the enemies are well done in every way. The AI feels challenging and smart most of the time. Encounters are diverse and require you to constantly adjust your strategy. Boss fights, even in this early stage of developement, feel epic and exciting. I also really appreciate the ability to see my enemy's hand of cards. I think this adds a critical additional layer of strategy to the game. TL;DR Overall, if the grid combat system seems compelling to you, I think you'll really enjoy the game. Players in search of a sharp deck-building, exploration, or crisis management game should probably wait to see where this one is headed. The initial state of the game is very impressive and gives me great hope for the future. Edit: I've updated a few sections to reflect my current thoughts after clearing the highest Dungeon level currently in the game.
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Frequently Asked Questions

DungeonTop is currently priced at 13.29€ on Steam.

DungeonTop is currently not on sale. You can purchase it for 13.29€ on Steam.

DungeonTop received 452 positive votes out of a total of 552 achieving a rating of 7.71.
😊

DungeonTop was developed and published by One Up Plus Entertainment.

DungeonTop is playable and fully supported on Windows.

DungeonTop is not playable on MacOS.

DungeonTop is not playable on Linux.

DungeonTop is a single-player game.

DungeonTop does not currently offer any DLC.

DungeonTop does not support mods via Steam Workshop.

DungeonTop does not support Steam Remote Play.

DungeonTop 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 DungeonTop.

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 20 April 2026 07:33
SteamSpy data 21 April 2026 21:41
Steam price 29 April 2026 04:26
Steam reviews 27 April 2026 20:05

If you'd like to dive deeper into the details about DungeonTop, 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 DungeonTop
  • SteamCharts - Analysis of DungeonTop concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck DungeonTop compatibility
DungeonTop
Rating
7.7
452
100
Game modes
Features
Online players
1
Developer
One Up Plus Entertainment
Publisher
One Up Plus Entertainment
Release 21 Jun 2020
Platforms
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