Reviews from

in the past


Dungeon of the Endless was an excellent strategy game that paired roguelike dungeon crawling with tower defence. The original game focussed on planning out your turret defence strategy; positioning strategically, moving tactically and balancing safety against resources.

Endless Dungeon is the 3D isometric, twin-stick shooter sequel to that game..

And in many ways it deliberately fights the ideas that made Dungeon of the Endless so enjoyable. Changes to enemy spawns, resource generating buildings, and the positioning of the crystal you defend have made the randomness of the map layout significantly more impactful. The decision making in researching turrets and upgrades is massively limited by a complete refusal to give the player any information. Endless Dungeon also devalues each roguelike run by adding in a sprinkling of roguelite metaprogression that feels like an incredibly cheap way to artificially inflate playtimes.

One of the few details Endless Dungeon has carried over from its predecessor is that of the few dozen different abilities/turrets in the game - it's pretty obvious which ones are the best and which are not worth touching.

Endless Dungeon is still a fun roguelike-strategy game - but its strange for a game that would naturally draw in the Dungeon of the Endless audience to be designed in a way that's so contrary to a lot of what made that game good. I imagine a good chunk of Endless Dungeon's mixed Steam reviews comes from DotE players hitting a wall trying to play this like the former title.

There's also the issue that this game crashes a lot in multiplayer - though I imagine that will get patched down considerably. Endless Dungeon also makes it really hard to finish a co-op run in single player if the other player has disappeared, leaving their character as a perma-AI that you can't control or even give equipment to. A bit rubbish if a random disappears towards the end of a good run.

If you loved Dungeon of the Endless, I wouldn't say "don't play this" - but I would warn you that, while this is a fairly enjoyable experience, it's one filled with constant confusion as you see so many DotE systems consistently implemented in less interesting ways.

A lot of fun, but it unlike other rougelikes I'm kind of feeling close to "completing" it, which I wouldn't say is a good thing. Overall just feels a little content lite for it's genre.

this isnt dungeon of the endless in any way, but if you're someone who really likes the original but wants to play with a friend who never played it, it's the only real way to get the job done in a reasonable way, especially compared to the original. it's nowhere near as complex but is a lot more accessbile.

Check out my full Dutch review on our website:

https://inthegame.nl/2023/10/31/review-endless-dungeon/

-- ENGLISH VERSION --

After a long wait, ENDLESS Dungeon has finally been released. This light-hearted yet challenging game has been on the list of interesting games for a long time, and we've thoroughly checked it out! Amplitude Studios and SEGA have finally released this twin-stick shooter after a considerable delay. The entire game takes place in the ENDLESS universe, also known from the game Dungeon of the ENDLESS. The unique blend of roguelite, tactical action, and tower defense makes the game easy to pick up for both young and old.

Dive into an abandoned spaceship alone or with friends in co-op. Choose your desired heroes and defend your crystal against ENDLESS waves of different types of monsters.

Heroes, turrets, guns, and one crystal
In ENDLESS Dungeon, you explore the abandoned spaceship with a party of heroes. From 8 different heroes, you can assemble a team of up to 3, both in solo and co-op mode. Each hero has its own characteristics and type of weapon, allowing you to create different teams based on your playstyle. A character dealing more damage, for example, may have fewer hitpoints than a tank character, and the skills of each character will also differ.

You naturally don't defend your crystal-bot alone with your party. Within the dungeons you explore, you can build turrets of various types. Each monster type has its own weaknesses and strengths, requiring you to pay attention to where you place turrets on the map. The turrets can apparently be upgraded by hitting them with the melee button, a feature I discovered later.

Specific turrets against a particular type of enemy aren't handed to you easily. By opening doors, you obtain resources that allow you to activate certain stations. These stations range from researching new turrets to developing machines to acquire more resources. There are only a select number of these points per map, usually the strategic points that monsters love to attack. A strategic mind will surely find this enjoyable.

Of course, you can't defend yourself with just your fists, though you can, but that makes things a bit more challenging. In each dungeon, there are multiple chests you can open. From general currency to upgrade your heroes to new guns for your dungeon run, you can find various items. Like the previously described turrets, each weapon also has an "element" and playstyle. So, don't just pick up a weapon without inspecting what the current enemies are weak against!

Easy but not intuitive
ENDLESS Dungeon is a relatively easy game to pick up. If you're familiar with another twin-stick top-down shooter, you'll quickly get the hang of this game too. However, the game sometimes leaves you a bit too much on your own the first time you play. Some items don't provide any prompts, the UI isn't very "in your face," and the overall level progression is quite challenging to grasp.

The shooting, moving, and running in the game are self-explanatory, just like almost every ability of a hero character. However, some abilities aren't entirely clear in their effects, which can lead to confusion during gameplay. A real tutorial for the game, not too long, would be welcome.

The progression system is also a confusing mess. Through a map, they show which floors of which sectors you've discovered. The idea that you should be able to see at a glance how far you are with a sector is not particularly well executed. Confusion and frustration set in when you've apparently wasted an hour in a dungeon you've already completed.

Verdict
ENDLESS Dungeon offers an enjoyable, challenging gaming experience for both veterans of this game genre and newcomers. The game cleverly combines different genres (roguelite, tactical action, and tower defense), making it suitable for a broad audience, both young and old.

Players can choose from a diverse cast of 8 different heroes with unique characteristics and weapons, allowing for various playstyles. The strategic element is enhanced by the ability to place and upgrade turrets, considering the strengths and weaknesses of different enemy types. Furthermore, the game provides enough challenges and rewards through collecting resources and opening chests for upgrades and new weapons.

However, the game is not always entirely pleasant and positive. This dungeon shooter can be confusing at times because crucial information is not always communicated clearly. A shorter, effective tutorial would be welcome. Some abilities of the heroes can be unclear, leading to confusion during gameplay.

The progression system and the display of discovered floors and sectors on the map can be confusing and frustrating for players who think they are replaying completed content.

I unironically bought this game at a 40% on steam because a ton of positive reviews said it was fun single player. And they were right. The ONLY issue the game has is multiplayer progression is locked to the host.

The game is super fun and way more engaging than the first game while still having that same, hero based tower defense idea. Really solid, you'll get about 15-25 hours of gameplay too.

Disappointed to say that I'm not really feeling this one, as I really quite enjoyed the previous one even though I didn't ever fully complete it. The action here just feels kind of anemic and dull, with boring sound effects (but very cool visual effects) and enemies that just walk straight toward the crystal bot (or nearest fabricator). It also feels like, even though the game is playable solo, it's very much meant for co-op and I'm constantly feeling like every situation would've been so much better, more fun and feel more fair if I had other humans with me, since the commands you can give AI NPCs are very limited (you can tell them to stop and guard an area or follow you and that's it). It really feels like the idea is that you're supposed to be three players guarding three fronts with three different specialities (one for each type of enemy) and that juggling all of that alone does work and the game isn't impossible, but it's also not very fun to constantly feel like I'm supposed to have human help and no one I know is interested in this style of game anymore.

Was happy to see that even though this game has metaprogression, it does not do the incredibly played-out and lame thing of making you buy approximately 7000 incremental upgrades that give +0.1% to some stat each. No, this game only offers a few metaprogression unlocks that actually matter, and obtaining them is so easy and fast that it does make you question why the unlocks even needed to be there. The game does also have cool story unlocks, where you find bits and pieces of the story in runs, which felt much better than the aforementioned +0.1%.

I'm also not wild about the more random nature of the levels here compared to the original. In this game, you can get a path to your crystal bot that is just absolute trash as far as tower placement is concerned - too far from the path to hit enough enemies, not enough tower "pads" in the room to cover the whole onslaught, making everything feel even more like the game has to be played co-op to be any fun since things are either extremely manageable if you get good tower placements, and you can basically idle as the game kills everything for you, but then other times you get impossible tower placements and have to haul ass back and forth to kill everything manually, which feels like intense and stressful fun at first but becomes kind of a pain in the ass as you progress.

To be clear, though, this is a very well-made game that runs well and looks good. I still love the mechanic of opening doors to both gain resources and raise the risk of an attack, which allows for some engaging planning of routes where you strategically leave certain doors closed to lead the monsters through your killbox or at least force them to make the long way around to the bot you have to protect. The graphics are great and I will mention the super cool visual effects one more time because they're just that cool (and I especially like how the explosion smoke cloud quickly says "ka-boom" before it dissipates). The metaprogression unlocks are actually helpful and therefore engaging to unlock. That one little space bug character is super cute. The one boss I managed to fight in the few hours I played was stressful but a satisfying win.

I just feel kind of bored with all of it. Just standing there, pumping boring guns into boring enemies, grinding for admittedly comparatively pleasant metaprogression unlocks, going through runs that are far too long (a run is 5 areas and each area takes me about half an hour) and constantly feeling like this really ought to be played in co-op with other humans and more advanced strategy than the NPC system allows. Normally, I'd avoid scoring a game like this since it's clearly not meant for me and my playstyle, but I will rate this game pretty low as a singleplayer experience with the note that it's probably much more engaging and entertaining if you've got a team. Even then, I don't think I would have fun in random matchmaking, if the game even has that, as I wasn't really feeling the shooting and tower placement parts either. I guess this just isn't the sequel I was hoping for, even though Dungeon of the Endless + dualstick shooter sounded like a dunk for me. I'm just not having enough fun to warrant continuing with it.