DungeonSweeper turns minesweeper logic into roguelike combat where you deduce enemy positions and mine locations from numbered tiles to survive encounters and progress toward a final dragon boss. Pattern recognition determines your survival, but the game layers additional mechanics beyond classic minesweeper rules, rewarding tactical itemization to reduce randomness in later, harder stages. Best suited for players who enjoy logic puzzles mixed with roguelike progression and don't mind learning a fresh ruleset built on familiar foundations.
About this game
Use logic to defeat enemies in minesweeper-style combat to gain experience, level up, and eventually defeat the Dragon. But watch out! Carefully observe the numbers and enemy patterns to avoid the deadly mines!
Players, last 30 days
Peak 6 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▼ Not recommended0 hrs
Dungeonsweeper is pretty much a remake of Dragonsweeper, which is an amazing classic. Unfortunately, I can't recommend Dungeonsweeper. 1- The overall experience feels very "done quickly using AI", without any real cohesive vision or polish. This is way too expensive for what it has to offer. 2- The roguelike aspect makes the experience worse. The beauty of Minesweeper, Dragonsweeper, and the whole puzzle genre, is the simplicity of it. Dungeonsweeper adds dozens of items and classes with a whole bunch of effects, the result is a mess that hides the elegance of the original concept. It's like the creators don't even understand what makes a good deduction/puzzle game in the first place. 3. This is a carbon copy of Dragonsweeper, and I'm afraid this was not made with the approval of the original creator. It's not clear from the product page.
I was a fan of the original Dragonsweeper, and this is a great expansion of the original idea. The addition of mitigation items allows the later levels to have very hard enemies, and there's a lot of room to learn how to itemize to remove a lot of the luck from those harder stages.
The classes aren't necessarily that exciting, with all of them just giving you a different starting item. However, the challenge stages mix up the formula a little more. I think the game might benefit from the class system being streamlined where rather than having a lot of classes, you can just pick a starting item. The class system could theoretically then be expanded to bring more fundamental changes to the gameplay.
That said, that doesn't harm the game at all. It's a very engaging puzzle. And once you've got the basics down, going for things like Hardcore++++ and the challenges keeps things interesting once you can reliably clear stages.
This game is very good. It's not a reskinned minesweeper with modifiers, it's kinda just using the ideas of danger in adjacent tiles as template for a really rad roguelike. You still use your minesweeper pattern recognition, but it has a whole new set of rules that make it feel completely new and EXTREMELY engaging. It's like learning minesweeper all over again with way more variables for you to pattern out in the numbers. It's got all kinds of items and modifiers that generally make the game more interesting, although there are definitely a few that I will never use. I played the demo to death and the full game is awesome too.
Hello DungeonSweepers, Thanks to those of you who reported it, it came to my attention that my last patch introduced a save file bug that was making some users' save file undiscoverable on boot. While I have not confirmed the fix itself because I cannot reproduce it, I found a particular issue in the new initialization flow that may have been the issue. Today's patch is a speculative fix for those affected players. Ideally, there is nothing for these players to do but run the game again. My fix should auto-merge orphaned save files with the original one and move forward. Sorry for any disruption this may have caused. If you were an affected player, please reach out and let me know how the fix goes. Happy Sweeping!
Hello DungeonSweepers, Today's patch is mostly to bring parity to the upcoming iOS version of the game. The biggest change has been upgrading the Unity version, making the game a little bit more performant and smaller. Lastly, this update adds a studio-wide animated logo at startup. You can skip it by tapping. Cheers, and happy sweeping!
Challenges Rebalanced Oops All Slimes! to make it easier. Rebalanced Oops All Demons! to make it easier. Bugfixes Fixed rare exception when generating a random board. Fixed some clients from getting the wrong challenge boards.
Posts come from Steam's official announcements feed.