Key art for Dungeon Brawls

Game review

Dungeon Brawls

6.5 / 10

Developer
Underground Cat
Publisher
Wise Games
Released
9 September 2026
Platforms
Windows
Genre
Action, Adventure
Monetisation
Paid up front, no in-game purchases
Players
1-4 player co-op, online and LAN

The short version

Dungeon Brawls is a 4-player co-op action roguelike from developer Underground Cat, fusing the DNA of old Warcraft III defense-style custom maps with survivors-style horde combat: players pick from dozens of heroes, build out hundreds of skills and relics, and fight waves of enemies and bosses in a shared arena. It released on Steam on 9 September 2026 at NZ$14.17 after a long-running demo period, and its launch review sample, overwhelmingly Simplified Chinese, lands clearly positive — 99 reviews, 84 of them favourable, landing at Very Positive on Steam's own scale.

Reviewers converge tightly on the game's sheer build variety and its co-op synergy as the reason it hooks them, repeatedly describing dozens of heroes and hundreds of combinable skills and relics that make every run feel different, especially with three friends alongside. That praise sits next to honest, specific complaints: several reviewers, especially in English, criticise a stationary "stand-and-cast" combat stance that removes the ability to kite enemies, others flag a build system that leans heavily on random drops rather than player skill, and the store page's own AI Generated Content disclosure states that most of the game's art and UI were AI-generated, a detail more than one reviewer notices directly in the finished product.

Biggest strengths

  • Reviewers repeatedly praise the sheer scale of build variety, citing dozens of playable heroes and hundreds of combinable skills and relics that let every run play out differently
  • Co-op is singled out as the game's biggest strength, with reviewers describing four players running different builds and combining skills together against shared bosses, backed by reports of stable netcode for group play
  • More than one reviewer specifically credits the developer with a highly responsive, fast-moving update cadence and active engagement with the player community since the demo period

Biggest weaknesses

  • Multiple reviewers, especially in English, criticise the combat's stationary "stand-and-cast" stance, with one reviewer calling it "a standing simulator" and another reporting they refunded the game after concluding it wasn't ready to hold their attention
  • Several reviewers report the build system leans heavily on random item and skill drops rather than player decision-making, describing runs as effectively decided by early luck rather than skill
  • The Steam store page's own AI Generated Content Disclosure states plainly that most of the game's art and UI are AI-generated, a detail at least one reviewer notices directly while playing

Who it's for: Fans of build-heavy horde-survival roguelikes and old Warcraft III RPG-map culture who want a co-op-first experience with dozens of heroes to experiment with, and who don't mind a stationary combat stance, heavy reliance on run-to-run RNG, and visibly AI-assisted art and interface work.

Our recommendation: A cautious recommendation for co-op roguelike fans specifically drawn to build variety and horde-clearing catharsis, backed by a small but clearly positive launch sample, with the honest caveats of a stationary combat stance, RNG-heavy builds, and AI-generated art and UI worth weighing before buying.

6.5 / 10

Introduction

Dungeon Brawls, developed by Underground Cat and published by Wise Games, released on Steam on 9 September 2026 at NZ$14.17, following a long-running free demo that some reviewers report having played for hundreds of hours before the full launch. It's a 4-player co-op action roguelike that fuses the shared DNA of old Warcraft III defense-style custom maps with survivors-style horde combat: each player controls a hero holding a fixed spawn point, choosing from dozens of available characters and freely combining hundreds of skills and relics into a build, then fighting off waves of enemies and bosses either solo or with up to three friends. The game ships on Windows only, with no controller support, and supports both online and LAN co-op. As a title with a substantial existing demo fanbase, it launched with a modest but clearly positive review base: 99 total reviews at the time of writing, 84 of them favourable, landing the game at Very Positive on Steam's own scale.

What's working: enormous build variety and a co-op hook that lands

What comes through most clearly across Dungeon Brawls' overwhelmingly Simplified Chinese-language review sample is how consistently reviewers credit its sheer build variety with keeping runs fresh. One detailed reviewer sums up the appeal directly, translated: "Build freedom is high, with a large number of heroes and hundreds of skills and relics to mix and match. Summoning, spellcasting burst, melee burst, defensive turtling and other playstyles can all come together. Every run is randomised, so the same hero can play completely differently each time." A separate reviewer frames the loop in simpler terms, describing it as "a lightweight roguelike horde-clearer with great value for money right now," and noting that as builds come together, "you get stronger the more you fight, and it feels great to clear the screen." Reviewers repeatedly compare the game's structure to a "stitched together" mix of familiar influences, with one specifically naming "Warcraft, Dota Arena, Dungeon Fighter Online" as the games it draws from, adding, translated, "the content is rich, easy to pick up, and there's plenty of innovation for players with a base in those games."

Co-op draws its own independent, repeated praise as the game's single biggest strength. One reviewer writes plainly, translated, "The most fun part is playing online with friends — four people running different builds and combining skills to take down bosses together, and the connection stability is good too, great for a group session." Another reviewer echoes the sentiment in blunter terms: "As everyone knows, the scarcest thing in a multiplayer game is other people! As long as you've got friends, even something rough is fun." Beyond the co-op hook, several reviewers specifically credit the developer's post-launch responsiveness, with one writing, translated, "occasional small bugs show up, but updates come fast, and the developer keeps optimising content and adding new heroes and levels — you can clearly feel the game getting better." Reviewers also single out the game's low system requirements and smooth performance, with one specifically noting it "runs fine even on a low-spec PC," and several describe a meta-progression layer that gradually unlocks heroes and relics between runs without forcing heavy grinding.

The honest problems: a stationary combat stance, RNG-heavy builds, and AI-generated art

Set against that praise, Dungeon Brawls' review sample carries a cluster of specific, recurring complaints, several of them concentrated among its smaller English-language contingent. The most consistent is the game's stationary combat stance. One English-language reviewer writes bluntly, "Game is very slow paced, you need to stand still to attack which leads to a very boring gameplay loop where you can't really kite things." A separate reviewer reports refunding the game entirely over the same issue, writing, "I could tell from the start that it wasn't ready. Unless you really like standing by a spawner for 20 rounds, maybe you'll enjoy it. The abilities seemed like they could be interesting, but they never quite get there." A Simplified Chinese reviewer raises a closely related complaint in their own words, translated: "Character movement works like a MOBA, needing to stand in place to attack, except for a small number of characters who can move and cast at the same time — that's tough for a newcomer like me, since if the cards don't go your way, standing and tanking later on just isn't possible."

A second cluster of complaints centres on how heavily builds depend on random drops. One critical reviewer writes, translated, "It's a boring game where the early game is entirely about your luck with the cards. If you get lucky, you coast to an easy win later. If you don't, all you can do is restart," while a separate reviewer adds there's "no speed-up function, so you just have to grind through the time." Beyond RNG, the Steam store page's own AI Generated Content Disclosure states plainly that "most of the game's art and UI are generated by AI," a detail reviewers occasionally reference directly rather than as pure speculation. A different reviewer reports a thin pool of English-speaking rooms specifically, writing, "My only complaint is there's really not too many English rooms/players. I'd like to do a co-op and experience this with more people." One reviewer separately reports a serious technical fault, describing the game locking up entirely on launch: "the game goes to a black screen the moment it starts, the mouse just spins, and the whole computer freezes — I can only restart it." Smaller, more specific requests round out the sample, including calls for a mouse-based item pickup option, drag-and-drop skill and relic management, and complaints that the difficulty spikes sharply and unevenly between the game's early stages.

Verdict

Dungeon Brawls backs up a small, clearly positive launch with a genuinely deep build system at its centre: reviewers repeatedly credit its dozens of heroes and hundreds of combinable skills and relics with keeping runs varied, and its co-op mode draws consistent, independent praise as the reason friends keep coming back. Its honest problems are just as specific: a stationary "stand-and-cast" combat stance that several reviewers, especially in English, find genuinely boring rather than tactical, a build system that leans heavily on early-run luck rather than player skill, and a plainly stated AI Generated Content disclosure covering most of the game's art and UI. None of that undoes what a clearly positive reception is responding to in the co-op build-crafting core, but the combat stance and RNG dependency are worth going in aware of. This is a cautious recommendation for co-op roguelike fans specifically drawn to build variety and old-school RPG-map nostalgia.

Wanderer callout

A reviewer who refunds the game and still takes the time to explain precisely which mechanic failed them, standing still by a spawner for twenty rounds, rather than leaving a vague thumbs-down, is exactly the kind of specific, actionable evidence Wanderer treats as more valuable than a blanket complaint: it names the exact design choice a buyer needs to weigh before purchasing.

Pros and cons

Pros

  • Reviewers repeatedly praise the sheer scale of build variety, citing dozens of playable heroes and hundreds of combinable skills and relics that let every run play out differently
  • Co-op is singled out as the game's biggest strength, with reviewers describing four players running different builds and combining skills together against shared bosses, backed by reports of stable netcode for group play
  • More than one reviewer specifically credits the developer with a highly responsive, fast-moving update cadence and active engagement with the player community since the demo period
  • The game draws consistent nostalgic comparisons to classic Warcraft III RPG defense maps and similar genre touchstones, resonating strongly with reviewers who grew up on that specific style
  • Low system requirements and consistently smooth performance draw specific, repeated praise, with reviewers noting it runs well even on modest hardware
  • A meta-progression layer outside of runs lets players gradually unlock heroes and relics without feeling forced into heavy grinding, according to multiple reviewers

Cons

  • Multiple reviewers, especially in English, criticise the combat's stationary "stand-and-cast" stance, with one reviewer calling it "a standing simulator" and another reporting they refunded the game after concluding it wasn't ready to hold their attention
  • Several reviewers report the build system leans heavily on random item and skill drops rather than player decision-making, describing runs as effectively decided by early luck rather than skill
  • The Steam store page's own AI Generated Content Disclosure states plainly that most of the game's art and UI are AI-generated, a detail at least one reviewer notices directly while playing
  • More than one reviewer reports a thin pool of English-speaking players and rooms, making it difficult for non-Chinese-speaking players to find co-op partners despite the mode being a highlight
  • A reviewer reports a serious technical fault, describing a black screen and full system freeze on launch that required a manual restart to recover from
  • Multiple reviewers separately request quality-of-life features missing at launch, including a mouse item-pickup option, drag-and-drop skill management, and a session fast-forward or speed-up toggle for long grinding sessions

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Progression 6.5 / 10
  • Performance 7 / 10
  • Originality 5.5 / 10
  • Interface 5.5 / 10