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Purchase Dungeon Settlers on VaultX.lk. Pay in 3 installments with Koko or 4 with Payzy — priced in LKR.
Game is somewhat solid, overall an interesting mix of dungeon delving and colony sim. The mechanics feel a bit shallow however and the variety of solutions and general interactions with said mechanics are limited. This feels closer to a tech demo in terms of content. The party ai gives the vibe of managing an FFXIV party who wants to int it down as much as possible. Auto skill is almost required to not make a fight last forever and the head and chest health are not fleshed out enough to make it feel like more than just two health bars. Also this game kinda has a light stench of GenAi and LLM use that is more than just localization. Maybe wait this one out if youre looking for more than ~15 hours of gameplay.
Game is fun but would benefit immensely from a true turn-based mode rather than me having to pause to queue up actions. The single biggest QOL features it needs is some kind of button to auto-distribute items from overburdened characters onto less burdened ones, having to pause the game to redistribute inventory can be very tedious. A toggleable auto-loot and auto-gather behavior button would be nice as well since having to box-select stuff after clearing a room is tedious. Finally and most importantly, character vision range needs to extend all the way to the edge of the screen. There's absolutely no good reason for me to have to run laps around a room a character should be able to see all the way to the wall of just to fill in the fog of war. The difficulty curve isn't as high as other people claim, the solution in most cases is to expand your base using 'tears of the goddess' to get access to structures that provide higher morale bonuses at higher-tier play. Apart from that the game has good potential
- research tree is too small and doesn't give you a sense of progression - too many equipment types that give around the same stats (reinforced bone, carapace, copper, etc). what's the point of going through all the trouble for a side upgrade? - skill tree is too simple - going in w 4 people sucks. i want my troop to get bigger as i progress the base and etc - too much effort in expanding base (expanding map) overall game feels too linear, repetitive, simple. lack of complexity.
so this a pretty good game overall. I got addicted to it real fast. it's a bit short tbh but it is an early access so makes sense! mind you short means it gave me around 50 hours of play time to get to the abyss where I have some trouble but I'll explain later. for the price I bought the 50 hours of game play with my hardcore mindset of grinding it out was a pretty good price for the value honestly. it has some replayability, like you can try harder combat, maybe somewhat different builds etc, but unless you fall in love with the game I'd say expect 1 or 2 full playthroughs and then there isn't really anything left to try. for the devs, since you mention that you want to evolve the game through the community: - gold is practically useless currently, like you can't buy anything you want from the merchants because by the time you have gold you don't need the things they offer (like wood) so getting access to the merchant is underwhelming. like why doesn't the stone supply reset after buying it once..? I think it's a deliberate game design choice so you need to farm the dungeons but this way gold just feels like junk. - farming feels pointless. but I think the intention here is so that you can feed you extra people without problems since they don't need much mood, but you still have to go down to the dungeons if you want good quality food so you can't just stock up. nice design actually, but it still makes farming feel pointless. it does create a never ending task of having to get rid of your infinite oat and wood supplies so implementing an "if have more than x oats don't harvest" and "if have more than x wood don't harvest" would be nice. and please get rid of the error message saying that the people up in the camp can not access the trees to cut because a tree grew up in the middle, that is just annoying and serves no purpose. - in the abyss the bleeding is very frustrating. like why does my 1000 barriered character die from a bunch of weak stuff? could you at least add like an event history to characters so I can at least check what killed my poor character? it took me quite a while to figure out that the bleeding stacked in a ridiculously op way. don't get me wrong I like the challenge, what I don't like is that I can't easily see why my character that never got lower than 50% hp within multiple full runs suddenly melts against little blue enemies despite having a lot of barriers. - he fact that you have a secondary cooldown between using 2 skills is weird to me. like I used skill Q, why can't I use E which is not on cooldown? I already have energy restrictions, so I can't just spam stuff. sometimes it makes sense, like with the longswords you can sharpen the blade -> that should cause the damaging abilities to wait for x seconds so that you are forced to think before using it so makes sense, but why is a fire mage on cooldown after casting an incinerate? - but more importantly, the skills variety is a bit dull. 4 quick slots are not enough for a lot of the classes so why am I restricted to only 4 skills? wouldn't extra variety options be always preferable? the energy and the shared cooldown mechanic would already balance it quite well. like the shared cooldown is something that I find weird, but it clearly has a balancing purpose, so "the user doesn't always know what they want" likely applies there. However I see no clear reason behind limiting the variety of skills you can use. thanks for reading my review dear devs, and thank you for building this awesome game!:)
fun mix of rimworld & dungeon crawling :)