Game review
Dungeon Rushers
5 / 10
- Developer
- Goblinz Studio
- Publisher
- Goblinz Publishing, WhisperGames
- Released
- 6 September 2016
- Platforms
- Windows, macOS, Linux
- Genre
- Turn-Based RPG, Dungeon Crawler
- Monetisation
- One-time purchase, cosmetic skin packs available
- Players
- Cross-platform online PvP (dungeon-defense)
The short version
Dungeon Rushers pairs a "Heroic-Parody" turn-based dungeon crawler with a genuinely interesting idea layered on top — build your own trap-and-monster dungeon, then let other players try to clear it while you attempt theirs. Reviewers who catch it on sale generally describe a fun, old-school RPG feeling for the first several hours, echoing early Final Fantasy more than modern JRPGs. The 255-review Mixed rating comes from what happens after those hours: a mobile-scaled interface that never really adapted for PC, a difficulty and grind curve several reviewers say turns repetitive fast, and a PvP dungeon-building feature more than one review describes as broken or effectively dead.
Biggest strengths
- The core turn-based combat and character progression capture a genuine, likeable old-school RPG feeling that multiple reviewers compare favourably to early Final Fantasy rather than modern JRPG conventions
- The dungeon-building concept — designing your own trap-and-monster gauntlet for other players to attempt while you raid theirs — is a genuinely distinctive idea for the genre, even where its execution draws criticism
- Full controller support alongside Steam Workshop and an included level editor give the game more player-facing tools than its price bracket typically offers
Biggest weaknesses
- Multiple reviewers independently describe the interface as an unmodified mobile port, with touch-sized ability buttons that reviewers say look and feel oversized on a PC display
- The Steam version is reported priced at roughly three times the Android release for what reviewers describe as the same game, a specific and checkable value complaint rather than a general "too expensive" grumble
- The PvP dungeon-building feature — the game's most distinctive idea — draws repeated reports of being broken or effectively unplayable, undermining the exact mechanic that sets Dungeon Rushers apart from a generic dungeon crawler
Who it's for: Players who want a short, undemanding turn-based dungeon crawler with a light comic tone, bought on sale rather than at list price, will get a few pleasant hours out of it. Anyone hoping the dungeon-building PvP layer delivers on its own premise, or expecting an interface built natively for mouse and keyboard rather than a touchscreen, should read the specific complaints below first.
Our recommendation: Reasonable only at a real discount and with modest expectations for the back half of the content — several reviewers say the same thing independently, and this review can't responsibly argue around a pattern that consistent.
5 / 10
An old-school RPG feeling, for a while
Dungeon Rushers announces itself as a "Heroic-Parody" turn-based dungeon crawler, and for its first several hours, reviewers across the Mixed spectrum largely agree it delivers on that pitch. Turn-based combat, a small comic fantasy story, and character progression built around gear crafting land well enough that even reviewers who go on to recommend against buying the game specifically credit the opening stretch — one describes the feel as closer to early Final Fantasy than the "JRPG vibe" of later entries in that lineage, meant as a genuine compliment. That's a real, specific point of praise rather than faint damning, and it explains why the game has stayed reasonably reviewed rather than collapsing outright.
The most distinctive idea in the whole package is the dungeon-building layer sitting on top of the single-player campaign: players design their own gauntlet of traps and monsters, then challenge others to clear it while attempting other players' dungeons in return. On paper, that's a genuinely interesting twist for a genre that's usually pure single-player content, and reviewers who found it working describe a satisfying back-and-forth of attack and defence unusual for the price point.
Where the mobile roots show
The complaint that recurs most consistently across this game's review history is that Dungeon Rushers never stopped feeling like the touchscreen game it started as. Multiple reviewers independently describe the interface as scaled for a phone rather than redesigned for a mouse and keyboard, with one detailed review noting ability buttons roughly two inches wide even at high display resolutions — not a vague "the UI feels clunky" complaint, but a specific, visually verifiable observation repeated by more than one player. Tied directly to that mobile lineage is a value complaint several reviewers raise unprompted: the Android release of the same game is reported at around a third of the Steam asking price, which reads less like a platform premium and more like the same product priced very differently across storefronts.
The feature meant to set Dungeon Rushers apart — its player-built dungeon PvP — draws the sharpest specific criticism in the corpus. Rather than disagreements about balance or difficulty, reviewers describe the multiplayer dungeon-defense system as broken outright, with at least one review naming it directly as a lost achievement opportunity because the feature no longer functions as intended. For a game whose whole differentiator from generic dungeon crawlers is that exact system, losing it isn't a minor rough edge — it's the review corpus reporting that the game's one genuinely original idea doesn't currently work.
Technical reliability across the years
Separate from the mobile-interface complaint, a smaller but persistent thread of reviews describes ongoing technical problems that don't appear tied to any single bad update. One reviewer, writing three years after their 2016 purchase, reports "GC error" and "Too many Threads" crashes appearing with no fix in years of searching the game's own community discussions for a solution. Another describes the game becoming difficult to close properly through normal means. Individually, either complaint could be a one-off configuration issue; appearing across reviews written years apart, on a game that hasn't seen the kind of active post-launch attention this library has found in other titles, they read more like an unaddressed, low-priority stability problem than isolated bad luck.
The grind wall, specifically
Reviewers who go into detail about where the game loses them tend to name a specific point rather than a vague sense of fatigue: several place a real difficulty spike around the seventh dungeon level, after which progress requires grinding earlier content to catch character levels and gear up rather than advancing through new areas. That's a meaningfully different complaint from "the game is generally repetitive" — it's a specific, locatable wall that reviewers on both sides of the recommend button independently identify, which suggests a genuine pacing and balance issue in how experience and equipment scale, rather than a difference of personal patience for grinding.
The crafting system that's meant to soften that grind draws its own separate, more muted criticism: several reviewers describe it as functional but simplistic, providing incremental gear upgrades without much in the way of meaningful choice or build variety. Combined with the level wall above, that leaves the mid-to-late campaign without much to freshen the loop beyond "fight the same enemy types again for a few more levels," which is precisely the shape of complaint the Mixed rating reflects.
Weighed against its NZ$17.99 asking price rather than the mobile comparison alone, reviewers are split roughly the way the Mixed score suggests: several call it fair for a genre-comfort purchase on sale, while others explicitly recommend waiting for a deep discount given how quickly the campaign's second half turns to repetition. Neither position treats the price as an outright scam — the disagreement is squarely about how much content justifies it, which is the fairest kind of value argument a review corpus can have.
Verdict
Dungeon Rushers earns its Mixed rating honestly: a likeable, old-school turn-based RPG feeling carries the opening hours well, and the dungeon-building PvP concept is a real, distinctive idea for the genre — but the interface never left its mobile origins behind, the back half of the campaign turns repetitive by multiple independent accounts, and the feature that would have justified a premium PC price over its Android counterpart is reported broken rather than merely rough. At a real discount, and with modest expectations about where the fun runs out, there's a pleasant few hours here. At full list price, expecting the complete, PvP-driven experience the store page promises, the reviewers who came away disappointed have a specific, checkable case, and this review can't honestly argue past it.
Pros and cons
Pros
- The core turn-based combat and character progression capture a genuine, likeable old-school RPG feeling that multiple reviewers compare favourably to early Final Fantasy rather than modern JRPG conventions
- The dungeon-building concept — designing your own trap-and-monster gauntlet for other players to attempt while you raid theirs — is a genuinely distinctive idea for the genre, even where its execution draws criticism
- Full controller support alongside Steam Workshop and an included level editor give the game more player-facing tools than its price bracket typically offers
- The opening several hours consistently land well even with reviewers who go on to recommend against the full purchase, several specifically praising the early pacing and humour before the grind sets in
Cons
- Multiple reviewers independently describe the interface as an unmodified mobile port, with touch-sized ability buttons that reviewers say look and feel oversized on a PC display
- The Steam version is reported priced at roughly three times the Android release for what reviewers describe as the same game, a specific and checkable value complaint rather than a general "too expensive" grumble
- The PvP dungeon-building feature — the game's most distinctive idea — draws repeated reports of being broken or effectively unplayable, undermining the exact mechanic that sets Dungeon Rushers apart from a generic dungeon crawler
- A difficulty wall several reviewers place around the seventh dungeon level shifts the game from active tactics into repetitive grinding to catch up, a pattern independently described across multiple reviews
- Persistent technical complaints recur across years of reviews, including thread/resource errors on longer sessions and at least one reviewer reporting the game becoming difficult to close properly