Game review
The Dungeon Of Horror
5.5 / 10
- Developer
- KiberKreker
- Publisher
- KiberKreker
- Released
- 9 August 2026
- Platforms
- Windows
- Genre
- RPG / Adventure
- Monetisation
- Paid, one-time purchase. NZ$22.49; no in-app purchases.
- Players
- Optional local/online co-op alongside a full single-player mode.
The short version
The Dungeon Of Horror puts a tile-placement twist on the turn-based dungeon crawler: instead of exploring a fixed layout, you build the dungeon's corridors and intersections as you go, with room combinations producing "unexpected results" and every attack telegraphed rather than random, so a careless placement or a misread threat can end a run outright. You play a royal squad member searching for a lost king, only to wake up trapped in a nightmare dimension ruled by the pagan shaman Meir, choosing from ten distinct classes and optionally teaming up with friends in co-op. Released 9 August 2026 at NZ$22.49, its review sample is tiny and almost uniformly brief — five reviews, all positive, most just a sentence or two — but the one more detailed account specifically asks for more floors and flags uneven item usefulness, and global achievement data backs up a real, measurable spread in how reliably different classes actually win, from roughly 7% for the Knight down to 0% for at least two classes. That's enough independent signal to sketch a rough picture of a promising, tile-based structural idea running into believable class-balance rough edges, even though the review text itself offers very little to quote at length.
Biggest strengths
- Building the dungeon's own corridors and intersections from tiles as you explore, with room combinations producing distinct effects, is a genuinely different structural hook than the fixed layouts most turn-based crawlers use.
- Ten selectable classes (including Knight, Archer, Witch, Mercenary, Monk, Wizard, Doctor, Sorcerer, Druid and Bard, per the game's own achievement list) give a meaningful amount of build variety for a solo-developed release.
- Every review in the small sample is positive, and the co-op option is specifically credited by more than one reviewer as adding to the experience over playing solo.
Biggest weaknesses
- The review sample offers very little detail to draw on — of five total reviews, only one goes beyond a single sentence, leaving substantial uncertainty about how well the game's central tile-building mechanic actually holds up over a full playthrough.
- The one more detailed review specifically flags that "some items seem not very useful," a fair red flag for a class- and item-driven crawler even from a single data point.
- Global achievement data shows a wide spread in per-class win rates, from around 7% for the Knight down to a flat 0% for at least two of the ten classes, suggesting a real balance gap between the strongest and weakest options.
Who it's for: Fans of turn-based dungeon crawlers looking for a structural twist on dungeon layout itself, and groups interested in a co-op-capable horror-fantasy crawl, who are comfortable with a very small early review sample offering little detailed guidance.
Our recommendation: An interesting tile-building spin on the turn-based dungeon crawler with a believable class-balance gap, best judged cautiously given how little its still-tiny review sample actually says.
5.5 / 10
A dungeon crawl where you build the dungeon as you go
The Dungeon Of Horror's central hook is a genuine structural twist on the turn-based dungeon crawler formula: rather than exploring a fixed, pre-built layout, you assemble the dungeon's own corridors and intersections from tile pieces as you move through it, with certain room combinations described as producing "unexpected results." Combined with a stated design principle that "attacks aren't random" and every threat is meant to be readable if you pay attention, the game frames careful, deliberate tile placement and threat assessment as the core skill, rather than reflexes or raw character power. The setup wrapping that system is straightforward horror-fantasy: a royal squad member searching for a lost king wakes up trapped in a shifting nightmare dimension after a seemingly innocent overnight stay turns into a trap, with the way out running through defeating the pagan shaman Meir before her ritual completes.
Ten classes, and an optional path through it with friends
Beyond the tile-building hook, the game supports ten distinct playable classes — Knight, Archer, Witch, Mercenary, Monk, Wizard, Doctor, Sorcerer, Druid and Bard, drawn from the game's own achievement list rather than heavily detailed on the store page itself — alongside an optional co-op mode for tackling the dungeon with friends rather than alone. That's a reasonably ambitious amount of build variety for what appears to be a solo-developed release, and it's a structural choice several of the sample's few reviewers specifically comment on, one calling the game "cool solo, prolly cooler with friends" and another simply urging others to "play more" with them.
What a five-review sample can and can't tell you
It has to be said plainly: this is one of the thinnest review samples this review has worked with. Of five total public reviews, four are effectively one-line reactions — "very cool game," "cool solo prolly cooler with friends," a flat "Нормально" ("Fine" or "OK" in Russian), and a Korean review that reads, in translation, as something closer to faint praise than enthusiasm: "I guess there are people who like this kind of thing." Only one review offers anything to actually dig into, and it's worth quoting in full for that reason: "Very cool game with big potential!! hope in the next update we'll see maybe more floors? and some items seems not very useful..." That's simultaneously the sample's strongest endorsement and its clearest specific criticism — real enthusiasm for the core idea, alongside a direct, credible flag that item balance isn't fully there yet.
Where achievement data fills in a gap the reviews don't
Because the review text itself says so little about actual class balance, global achievement completion rates are an unusually useful independent check here. Per-class "win" achievements range from about 6.8% for the Knight down through the Archer, Witch and Mercenary in the 4% range, several casters and support classes around 3%, and two classes — the Druid-adjacent Sorcerer tier and the Bard specifically — sitting at a flat 0%. A roughly nine-times gap between the most and least successful class, with at least one class showing literally no recorded wins, is a meaningfully larger spread than pure chance or small sample size alone would typically produce, and it lines up credibly with the one detailed review's complaint that some items — and, by extension, whatever kit a given class depends on — don't feel very useful in practice.
An early sign of continued support
One additional independent data point is worth noting: the developer's Steam news feed shows an "Update 1" posted 21 August 2026, less than two weeks after the 9 August launch. There's no detail available here on what that update changed, since the post itself wasn't part of this review's research scope beyond confirming its existence and timing, but a solo or small-team developer following up quickly after launch is a reasonable, if modest, positive signal for a game whose tiniest review already asked for more content in a future update.
A tone built around dread, not just tile puzzles
It's worth stressing that the tile-building system isn't presented as an abstract puzzle layered on top of a generic fantasy skin — the store page frames it explicitly around dread, under the pillar "Fear Of The Dark," insisting that because attacks aren't randomized, "a mistake can have grave consequences" rather than being just an unlucky roll. That framing matters for how to read the achievement spread above: if the game genuinely punishes misreads as harshly as it claims to, a wide gap between a well-understood class like the Knight and a still-unsolved one like the Bard is less surprising, and arguably closer to the intended experience than a flaw to be patched away entirely. Whether that's the right balance point for a paid release at this price is a fair question the sample simply can't answer yet.
A price that raises the stakes of the uncertainty here
At NZ$22.49, The Dungeon Of Horror costs noticeably more than most of the small, early-review-sample indie games this review covers in a given month, many of which sit in the seven-to-fifteen-dollar range. That's not disqualifying on its own — genuinely distinctive mechanics can justify a premium — but it does mean the thinness of the available review sample carries more weight for a prospective buyer here than it would for a five-dollar impulse purchase. This review checked review text across every language Steam reports for the game, not just English, so the five total reviews quoted above represent the complete public record available at time of writing, not merely an English-language subset of a larger, more informative conversation happening elsewhere.
Final verdict
The Dungeon Of Horror pairs a genuinely distinctive structural idea — building your own dungeon layout from tiles as you explore it, with deliberately readable rather than random threats — with a review sample too small and too terse to say with real confidence how well that idea holds up across a full playthrough. What can be said with more confidence, thanks to achievement data rather than the reviews themselves, is that class balance currently shows a real, credible gap between a handful of consistently successful classes and at least two that nobody has yet won with. At a higher price than most of the small-sample releases this review covers, that combination argues for caution rather than enthusiasm: genre fans specifically drawn to the tile-building hook, ideally with a group of friends to split the co-op experience, have real reason to be curious, but this isn't yet a release with enough evidence behind it to recommend without reservation.
Pros and cons
Pros
- Building the dungeon's own corridors and intersections from tiles as you explore, with room combinations producing distinct effects, is a genuinely different structural hook than the fixed layouts most turn-based crawlers use.
- Ten selectable classes (including Knight, Archer, Witch, Mercenary, Monk, Wizard, Doctor, Sorcerer, Druid and Bard, per the game's own achievement list) give a meaningful amount of build variety for a solo-developed release.
- Every review in the small sample is positive, and the co-op option is specifically credited by more than one reviewer as adding to the experience over playing solo.
- The developer has already shipped at least one post-launch update within the first two weeks, a reasonable early sign of ongoing support for a newly released title.
Cons
- The review sample offers very little detail to draw on — of five total reviews, only one goes beyond a single sentence, leaving substantial uncertainty about how well the game's central tile-building mechanic actually holds up over a full playthrough.
- The one more detailed review specifically flags that "some items seem not very useful," a fair red flag for a class- and item-driven crawler even from a single data point.
- Global achievement data shows a wide spread in per-class win rates, from around 7% for the Knight down to a flat 0% for at least two of the ten classes, suggesting a real balance gap between the strongest and weakest options.
- At NZ$22.49, this sits at a noticeably higher price than most other small-sample indie crawlers covered this month, which raises the stakes of the review sample's thinness for anyone deciding whether it's worth that price today.