Dungeon Village

Dungeon Village

released on Jan 30, 2012

Dungeon Village

released on Jan 30, 2012

Welcome to an epic RPG world in which the town you build can grow from humble hamlet into a mecca for the land's most ambitious adventurers! The enterprising warriors that stop by your blossoming burg will defeat monsters and earn you money. Conquering dungeons and clearing out hordes of monsters will bag you loot to stock your shops. And if your hamlet flourishes, adventurers will want to set up house and settle down! Build training facilities like Combat Schools and Magic Labs to hone your heroic denizens' skills and boost your village's Popularity. The more faces that flock to your cause, the bigger the baddies you can beat! An all-new "Cauldron" feature also allows you to test your alchemic expertise. Toss items obtained from quests or shops into the Cauldron and your armory might receive a rare addition. No dungeon is too deep! Make your village the crown estate of this bold RPG narrative!


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Semi-idle game, mobile port. Not a bad way to spend some hours as a side distraction.

I've had this game forever but never progressed far enough to get the ending until just recently. Pretty entertaining and charming to watch all the little guys attack monsters. Unfortunately you are pretty limited on building space which prevents making a nice thought out village as you need to cram everything together. The gameplay loop also definitely drags after so long, luckily you get a 2x speed button after beating the game, but due to balance and scaling of certain classes it has little replay value. Mages can feel like a crutch as they cast slow casting attacks which miss or do no damage while a few specific sword focused classes can go ham and carry the game, invalidating the need to level up other classes.

Quick Review

Dungeon Village is a decent sim game that has a nice gameplay loop. The townbuilding function is the best part with many different buildings that you can make. The town size is smaller than I'd liked though even after the biggest upgrades. So by the end, everything feels too bunched up.

The quest system, dungeon exploration and battles are all automated and not particularly engaging, but I guess this works for this type of game.

The idea of being able to give equipment to the various NPCs, leveling them up and class changing is interesting, but it's not all that deep. They are mostly unnecessary too since you won't be able to make much use of them by the end when the good class characters start to appear.

There's pretty much no story unfortunately.

Overall, it's a very short game and it's pretty decent to play in-between bigger games. I wouldn't recommend spending more than 3-5 dollars on it though.

My choice for the best Kairosoft game. The art is absolutely charming and the gameplay loop is very nice and welcoming. It's great fun for a mobile game.

I've played this game on-and-off on mobile pretty much since release. I was surprised to learn it's on consoles because it really does work best on mobile; it's a very charming casual game, more designed for fiddling with on your commute than anything else.

Any time I get a new phone this is often one of the first games I install along with Neko Atsume. It's Nice.

Does a mobile game translate to a home console?

No, not really.

The UI was poorly designed for a controller. But even without the peripheral gripes, the core game experience just isn't that engaging. There were strange design decisions throughout - unable to rotate a structure in more than 2 directions, unable to partake in multiple quests concurrently, and useless classes.

To touch on the last criticism - there was really little point to the class system. By the end of the game, there is no value in using anything other than high-power archetypes like the Hero. The benefits you receive from lower classes, like Adventurer, Farmer, and Cook - do not overcome the loss in stat penalties.

So, the game boils down to the same experience every single run.