DungeonTop

DungeonTop

by One Up Plus Entertainment

Steam Β· Very Positive

The Verdict

β€œA genuinely clever grid-meets-deckbuilder let down by persistent class imbalance and runs that feel too easy too fast.”
Data current as of Apr 26, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment83

Very Positive

This puts the game in the top 30% of all reviewed games on Steam.

SteamPulse Analysis224 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza Β· Methodology β†’

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Quick Stats

Reviews

224en

574 total (all languages)

224 analyzed

Current as of Apr 26, 2026

Released

Jun 21, 2020

Price

$15.99

Analyzed

Apr 23, 2026

Velocity

0.1/day

Slowing

Metadata current as of Apr 26, 2026 Β· Source: Steam

Market Reach

Estimated ownersΒ±100%Small-sample

β‰ˆ20,000

Estimated gross revenueΒ±100%Small-sample

β‰ˆ$140.0K

Based on 574 reviews (all languages)

boxleiter_v2

Based on review count Γ— genre/age/price-adjusted Boxleiter ratio. Gross revenue before Steam’s 30% cut, refunds, and regional pricing.

Design Strengths

  • Grid-based positioning adds genuine tactical depth to deckbuilding β€” flanking, range, and movement decisions are praised as the game's defining innovation
  • Hero class and allegiance combination system creates meaningfully varied run setups across multiple playthroughs
  • Core loop is described as fast and addictive, sustaining session engagement even among players with balance complaints
  • Comic-book art style is broadly praised for polish and visual clarity relative to the game's price point
  • Easy-to-learn mechanics lower the barrier to entry β€” accessible to genre newcomers without a long tutorial
  • Seamless interaction between weapons, talents, artifacts, and card abilities rewards players who build synergistic decks

Gameplay Friction

  • Difficulty curve is severely front-loaded: many players report never losing a single battle across 20+ hours, with the game only becoming challenging β€” and then luck-based rather than skill-based β€” above difficulty 10
  • Class balance is broken: Mage trivializes runs to the point of unfun dominance, while Rogue and Warrior feel underpowered by comparison
  • Draft pool is polluted by a large number of cards with no viable deck home, making unlocking new cards feel like a negative outcome for future runs
  • Dominant board-flooding strategy (filling the grid with minions) renders most spells and alternative win conditions irrelevant, narrowing strategic variety
  • Dungeon layouts are structurally similar across runs with no meaningful path-choice decisions, compounding repetition fatigue
  • Run pacing is slow β€” averaging over 2 hours per attempt β€” amplifying the sense of repetition without proportional reward
  • UI has counter-intuitive design with misleading card text descriptions and hard-to-read status effect icons

Audience Profile

Ideal Player

A casual-to-moderate fan of deckbuilding roguelikes who wants spatial positioning layered on top of card strategy without punishing difficulty.

Casual Friendliness

high

Player Archetypes

Casual DeckbuilderGenre DabblerTactical Puzzle EnjoyerLight Roguelite Fan

Not For

Veterans of Slay the Spire or Monster Train seeking high-difficulty challengePlayers who need deep meta-progression to stay engagedCompetitive TCG players expecting tight card balance

Sentiment Trend

stable

Insufficient recent review volume to determine trend.

Genre Context

In a roguelike deckbuilder genre defined by tight balance and high replayability, DungeonTop stands out by layering grid-based positional combat onto card play β€” a meaningful structural innovation. However, it underdelivers on the difficulty curve, class balance, and content volume that genre veterans expect from a complete release, positioning it as an entry-level hybrid rather than a genre contender.

Promise Gap

Grid-based tabletop battles with positioning, flanking, range, and movement are confirmed as central and well-executed
VALIDATED
Hero class and allegiance combination system delivers genuine run variety as described
VALIDATED
Risk-to-reward structure in and out of battle is acknowledged by players
VALIDATED
Shops, artifacts, weapons, and talent upgrades are present and function as advertised
VALIDATED
'Hours on end' of play and continually finding new ways to succeed β€” many players exhaust viable strategies and content within 3–10 runs
UNDERDELIVERED
800 powerful cards to unlock implies a rich and balanced card pool β€” reviewers report a large proportion of cards are useless or actively harmful to draft pools
UNDERDELIVERED
Clever balance of risk to reward β€” higher difficulties are described as luck-based rather than skill-based, breaking the risk/reward promise
UNDERDELIVERED
Genuinely addictive and fast-playing core loop not communicated by the store page's strategic framing
HIDDEN STRENGTH
Accessibility for genre newcomers β€” the game is a smooth on-ramp to deckbuilding roguelikes, but the store page doesn't position it this way
HIDDEN STRENGTH
Early Access stability β€” praised as unusually polished and crash-free, which the store page does not highlight
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store page's emphasis on 800+ cards, deep deck-building choices, and hours of exploration targets genre enthusiasts expecting rich strategic depth, but the actual audience skews toward casual or genre-new players β€” veterans consistently find the balance and difficulty lacking relative to those promises.

Player Wishlist

  • Steam Workshop or modding support to expand card pool and faction variety
  • Mobile platform port β€” game format suits handheld quick-play sessions
  • More diverse enemy types and encounter designs to reduce mid-run monotony
  • Meaningful path-choice decisions in dungeon navigation (branching routes with tradeoffs)
  • Endgame incentives or meta-progression goals to reward continued play after first clear

Churn Triggers

  • Players who find the game too easy drop out within the first 1–3 runs β€” before a single loss β€” concluding the challenge never arrives
  • Genre veterans exit after roughly 3–7 hours once a dominant strategy is identified and subsequent runs feel predetermined
  • Players expecting Hades-level production or StS-level depth churn at the store page or within the first session when those expectations aren't met
  • Unlock grind causes dropout after multiple partial runs yielding only a single new card, creating a value-mismatch moment

Developer Priorities

#1

Redesign difficulty scaling so challenge begins earlier and higher difficulties rely on skill not RNG

The single most-cited reason for negative reviews and early churn β€” 34 mentions with avg 5.8 helpful votes; fixes the core retention problem

Freq: Mentioned in 34 reviews across all sentiment groupsEffort: high
#2

Rebalance class power levels: reduce Mage dominance, strengthen Rogue and Warrior to create genuinely distinct viable archetypes

27 helpful-vote average on balance complaints; broken Mage is the most upvoted single negative signal and directly causes dominant-strategy staleness

Freq: Mentioned in 33 reviewsEffort: medium
#3

Audit and cull weak cards from the draft pool to ensure every unlockable card is viable in at least one archetype

Polluted draft pool makes progression feel punishing β€” unlocking new cards degrades future runs, which undermines the entire meta-progression loop

Freq: Mentioned in 9 reviews with high helpful votesEffort: medium
#4

Add meaningful dungeon path branching with distinct risk/reward tradeoffs per route choice

Linear dungeon structure compounds repetition fatigue; 22 reviews cite same-y layouts as a core monotony driver

Freq: Mentioned in 22 reviewsEffort: high
#5

Overhaul UI text and status effect icons to eliminate misleading card descriptions and ambiguous ability readouts

UI complaints skew early β€” low-playtime reviewers who bounced cite it as a release-quality failure; fixing it reduces first-session churn

Freq: Mentioned in 5 reviews with avg 10.5 helpful votesEffort: low

Competitive Context

Slay the Spiremixed

Most frequent benchmark β€” DungeonTop's grid positioning is cited as a genuine differentiator, but depth of card mechanics, balance, and content volume fall short of StS standards

Monster Trainmixed

Cited as a positional deckbuilder peer; DungeonTop's board system is seen as comparable but its meta-progression and content breadth lag behind

Duelystpositive

Reviewers favor DungeonTop for delivering similar grid-battle mechanics in a single-player format without competitive PvP pressure

Faeriapositive

Grid-based combat compared favorably; DungeonTop seen as providing a better solo experience

Into the Breachneutral

Referenced as a touchstone for spatial tactics on a grid; combination of that with deckbuilding is DungeonTop's elevator pitch

Darkest Dungeonneutral

Visual style and dungeon atmosphere draw comparisons; players seeking DD's punishing difficulty found DungeonTop too lenient

Hadesnegative

Players who came in expecting Hades-level production values and roguelite feel found DungeonTop fell significantly short

Hearthstoneneutral

Card mechanics referenced as a familiar baseline; DungeonTop described as Hearthstone-style cards fused with tactical board positioning

Magic: The Gatheringpositive

Card game structure compared favorably to MTG; minion-flood strategy also compared critically to degenerate 'white weenie' MTG archetypes

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

Β· 144 post-launch reviews
?
0h
17%12 rev
<2h
60%5 rev
2-10h
74%70 rev
10-50h
84%49 rev
50-200h
100%8 rev

Players who invest more time rate this game significantly higher (+40pts) β€” a strong signal of a slow-burn experience that rewards patience.

Competitive Benchmark

Compared to 263 similar games in the Strategy genre released in 2020.

Sentiment vs. similar gamesTop 40%
Popularity vs. similar gamesTop 44%

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Analysis based on 224 reviews (Jan 2020 – Mar 2026)