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Dungeons (PC DVD)

Platform : Windows Vista, Windows XP
20 customer reviews

Price: £4.62 & FREE Delivery in the UK on orders over £20. Details
Only 2 left in stock.
Sold by BLUESHINE and Fulfilled by Amazon. Gift-wrap available.
Standard Edition
  • Get ready for a fight! Lure 10 different hero classes into your dungeon where 15 different monsters lurk in the darkness
  • 20 challenging campaign missions demand all your cunning to succeed. Survive them – and there's still the custom game waiting for you
  • In a dungeon there's only one way you can go and that’s down. Conquer three different underworld levels and the bosses who guard them to become the one and only Dungeon Lord
  • Prison cells and torture chambers are at your command and ready to capture your next hero and steal their precious soul energy
  • Create the dungeon of your dreams (and heroes’ nightmares) with 50 different objects at your disposal
  • Wimpy goblin workers are awaiting your orders to create your next diabolical dungeon masterpiece
15 new from £2.31 6 used from £0.01 1 collectible from £4.89

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Dungeons (PC DVD) + Dungeons: The Dark Lord (PC DVD)
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Game Information

  • Platform:   Windows Vista / XP
  • Media: Video Game
  • Item Quantity: 1

Product details

Edition: Standard Edition
  • Delivery Destinations: Visit the Delivery Destinations Help page to see where this item can be delivered.
  • ASIN: B00462R1T6
  • Release Date: 4 Feb. 2011
  • Average Customer Review: 2.5 out of 5 stars  See all reviews (20 customer reviews)
  • Amazon Bestsellers Rank: 20,773 in PC & Video Games (See Top 100 in PC & Video Games)

Product Description

Edition: Standard Edition

Product Description


Manufacturer's Description

Dungeons follows the mis-adventures of the foremost of all Dungeon Lords, who spends his time luring heroes into his labyrinthine creations with the promise of treasure and a good fight -- only to be trapped by his ingenious devices.

However, our protagonist falls victim to a devious plot hatched by his thoroughly vile ex-girlfriend and finds himself at the bottom of the underworld hierarchy and the top of the dungeon pile which in this world is about as bad as it can get. Our Lord must have his revenge, and make his way back down the dungeon levels to his rightful place.

At his disposal are his dim-witted goblin minions who dig tunnels and build rooms to lay out his lair and trap ever stronger and braver heroes who dare to enter. It goes without saying that a malicious and sneaky creature such as our Dungeon Lord has more than a few tricks up his sleeve. Revenge will be sweet indeed.

Lesson 1 "Happy Heroes = Awesome Resources"

Your main job as a Dungeon Lord is to keep heroes happy. Yes, you read that right...you have to keep the heroes entertained - but not because you're a nice guy. No, you see a happy hero equals a hero who is rich with wonderful and powerful soul energy. That soul energy is what we in the dungeon-making trade consider a prime resource, so if you can "fatten" up heroes, they become ripe with soul energy, that you can siphon from them in prison cells and torture chambers. Mmmm…I do love a good torture chamber.

So, what sort of needs to these pesky adventurers have?

• Need for Treasure: The hero loves treasure and shiny things. He satisfies that need by stuffing his bags with the contents of a treasure chamber.

• Need for Knowledge: The hero is, frankly, a nerd and quests for knowledge to he can prove he’s smarter than anyone else. He satisfies that need by reading books in libraries.

• Need for Equipment: The hero just plain loves cool stuff. If this were the modern world, he’d be the guy sitting around the electronics store waiting for the latest gadget to be released. This type of hero satisfies his cravings by stealing new items from armories.

• Need for Damage: Some heroes are just plain weird. This hero acknowledges his masochistic instincts and just loves it when monsters inflict damage on him in battle. I think I dated someone like this a while back…

• Need to cause Damage: This hero has a sadistic need to inflict damage on monsters. (now that’s my kind of man!). The stronger the monster, the greater the satisfaction he gets in delivering a sound pounding to it.

• Need for Traps: Much like the damage-seeker, this “hero” is certainly one of the stranger creatures you’ll meet, as he satisfies his needs by tripping traps

• Need to Heal Others: What a sweetheart (yuck!)…this hero type has a need to heal others. He satisfies it by healing other heroes with potions and healing spells you leave around the dungeon for him to discover.

You might be wondering how exactly you meet these adventurers’ needs. Good, it means you’re paying attention to the lesson! You meet each type of need by building specific “provider rooms,” each custom-tailored to specific needs. Here’s the list of provider rooms you can build -

The different Need Provider Rooms

• Treasury: You can build treasuries wherever is space. Heroes with a Need for Treasure will automatically go to a treasury and take your precious gold from it, until it is empty. If you have enough Gold, your goblin workers will automatically refill any empty coffers, to ensure that you can satisfy all the heroes.

• Armory and Library: You can build those only in rooms (at least 2x2 tiles) of a specific type. Armories fulfill the need for equipment, while libraries fulfill the need for knowledge. There are three different types of gimmicks you can stock these rooms with.

o Interaction gimmicks are important, for they are what let the heroes use the room at all. You can only assign one interaction gimmick per room. The interaction gimmick determines the amount that a hero can "steal" from a room

o Efficiency gimmicks determine the speed at which the hero satisfies the corresponding need. Heroes can therefore satisfy their current need more quickly in a high-efficiency room than in a more inefficient room. Your goblin workers can restore the room's capacity by working on efficiency gimmicks

o Capacity gimmicks determine the supplies that the room has to offer. Every time a hero fulfills his needs in this room, the room's supply decreases.

Lastly, how do we satisfy those heroes who love to receive or inflict damage, or can’t get enough trap-tripping? That’s all part of the dungeon design kit, my attentive student! By using gimmicks, you can place monster spawn points or traps throughout the dungeon. When a hero passes by one, he could end up in a battle with blobs, skeletons, zombies or far worse. If you’ve played your cards right, you’ll be able to knock out the hero, take him to your prison cells or torture chambers, and extract some soul energy, turning that pesky hero into a sort of battery filled with lovely soul energy.

There you have it, my Dungeon Lord in training, a look at what sort of turn-ons the heroes in Dungeons have, and how you can meet those needs in order to attract more targets, excuse me, “heroes”, to the dungeon – so you can capture the witless fools and steal their precious soul energy away!

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Customer Questions & Answers

Customer Reviews

2.5 out of 5 stars

Most Helpful Customer Reviews

4 of 4 people found the following review helpful By K. Baillie on 1 Jun. 2011
Edition: Standard Edition
I went into this game having no expectations, I have never played Dungeon Keeper so I did not have that expectation of similarity which probably has helped me see the better side of things.

The game starts off pretty poor with the first level painting a bad picture of the game. Quickly though more elements are added to the gameplay to make it more complex and entertaining.

The graphics are pretty nice for a simulation game such as this with nice lighting effects which are important for making a nice looking dungeon setting.

The gameplay can sometimes feel a little repetitive as your Dungeon Lord has to kill most of the heroes as you want the heroes having 'fun' in your dungeon to fill their soul gauge and once that is filled then you kill them to reap the rewards. An important use of Souls is to build Prestige items which are basically objects in your dungeon such as coffins, laterns, creepy branches poking from walls, etc etc. Prestige items give you... Prestige and the more prestige you have unlocks better cells for prisoners, items to put in your library/armory and better minions.

There is much more to the game than this, but I'd end up writing far too much.

One way I'd have liked the game improved is in the 'Sandbox' mode where you are free to create the dungeon as you want with no targets/goals. I feel it could have done with more customisation, such as deciding what maximum level heroes can go up to and your minions, how often champions appear, etc etc. But that is just a minor gripe on what is otherwise a pretty fun game.

It is a very effective time sink game, it has not thrilled me but has kept my attention squarely focused on it for several hours and no doubt dozens more in the months to come.
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2 of 2 people found the following review helpful By Andrew.M on 24 Nov. 2011
Edition: Standard Edition
You got two types of level in the game. One, where you fight enemy dungeon lords, another where you farm heroes and try to accomplish an objective. One is ridiculously easy, the other is easy but a slog.

Fighting enemy dungeon lords is all down to speed, if you can convert even one or two pentagrams controlling their area then your set. You just have to kill their lord once by luring him into your territory and then his dungeon is yours, with it comes enough power to wipe him out in 5 minutes. You don't even have to look at your own dungeon, just destroy his, you win.

Farming heroes is easy but setting up your dungeon to be as efficient as possible is a right pain, especially when you start the level. You have to build your dungeon up bit by bit and while torture and sacrifice make this more bearable later on it still take like 2 hours to complete a level. Bit of a gap between the difficulty, but maybe I just suck at dungeon mangement >.<

I also didn't like the fact that you are a "dungeon lord" ,which gives the impression you would sit on a throne and order people about. But in this case you have to leg it round your dungeon at full pelt trying to kill heroes leaving your dungeon and acting as a shortcut for your imps to dump money on. Shouldn't there be a room you can make so you can have gold stores near the front lines of your dungeon where the building is going on? Some sort of treasury? And couldn't they have a creature you can make in order to hunt down heroes that are ready to leave? Even if it was only one to reduce your work load would be nice. A lack of rooms and monsters that weren't stuck to the ground.

Waiting times suck horrifically. Simple as that. And they get worse the longer you play.

It didn't really have any standout good points in my opinion. The game was fine, all the bad points were bearable but that's not really what a game should be is it? Not bad, not good, i'd go 5/10 or maybe less.
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16 of 18 people found the following review helpful By J. Swales on 9 Feb. 2011
Edition: Standard Edition
Well after following this game for several months prior to realease I was very excited. Could we be seeing the spiritual successor to Bullfrogs Dungeon Keeper?? Unfortunately not, although this game shares some graphical aspects with Dungeon Keeper it is a different game all together.

If you purchase this game on the belief it will offer the same type of gameplay as Dungeon Keeper you will be very dissapointed, this game is something totally different.


Very impressed, Realmforge have managed to create a very atmospheric dungeon atmosphere. The textures are very clean and sharp and work really well at a high resolution. Some of the animations are great, love watching my dungeon heart rotate and move about, others seem a little bit sloppy such as the first part where you meet your dungeon lord on his throne. The movements just didn't look quite right to me.
Monsters and encounters are graphically nice to watch although occasionally theirs a few errors with dead bodies moving along the floor.


One of the best features and possibly most important in building that great dungeon atmosphere. Realmforge have hit the nail on the head here, the music and sound efects all add nicely together to create that creepy dark feeling that you ought to experience while playing a dungeon RTS.
The voice overs generally are pretty good too, its no Dungeon Keeper the voice of "helper" in that was amazing but your little goblin helper is voiced very well and helps add humour to the game. The other voices in game are also very well acted and keep the story progressing nicely informing you of tasks to do, what the next map is about and of any events that are unfolding.
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Edition: Standard Edition