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 69 days
Peak 7 · 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.
Challenges (NEW) Minesweeper's Oath (NEW) The Kraken Wakes (NEW) Hall of Mirrors (NEW) Gold Rush (NEW) Scorched Earth Tiles/Enemies (NEW) Scorched Earth — Unconquerable tile that will never give information. Used in challenges only. (NEW) Flooded — Unconquerable tile that will never give information. Used in challenges only. Items (NEW) Kindling — Start each level with +1 XP. Stacks up to 3. (NEW) Compass — Reveal a random unoccupied tile at the start of the dungeon. (NEW) Cartographer's Protractor — Reveal a random row at the start of the dungeon. (NEW) Daredevil Medal — +1 XP when you defeat an enemy with 0 life remaining. (NEW) War Drum — After you defeat an enemy with 0 life remaining, the next enemy deals -1 damage. (NEW) Executioner's Hood — Gain a Stone Coin when you defeat an enemy with 0 life remaining. (NEW) Slime Cookbook — Gain +1 XP from Slimes. (NEW) Slime Press — Gain a Stone Coin when conquering a Slime. (NEW) Falconer's Glove — Gain +1 XP from Flying enemies. (NEW) Alchemist's Bandages — Gain +1 Shield whenever you heal from an item or tile. (NEW) Blacksmith's Hammer — Gain +1 Shield when a Brick is fully destroyed. (NEW) Phoenix Feather — If a fight would kill you, survive with 1 HP instead. Once per level. Fails if the enemy is stronger than your Max HP + Shield. (NEW) Gryffon Feather — If a fight would kill you, survive with 1 HP instead, and you don't kill the enemy. Once per level. (NEW) Mana Crystal — Use from inventory. Refills all Spell charges. (NEW) Grappling Hook — Use from inventory. Instantly opens a random Chest. (NEW) Scavenger's Sack — When you defeat the Dragon, gain a Stone Coin for every 10 hidden tiles. (NEW) Haggler's Tongue — Shop items cost $1 less (minimum $1). Demon Horn now grants +2 XP from Demons (up from +1). Achievements (NEW) Daily Delver - Complete Daily Dungeons on 1, 3, 5, 10, and 20 different days. QoL + Bugfixes Fixed an issue with multiple items that did not work on 'Load Game' (like Campfire). The inventory scre...
Hello DungeonSweepers! I finally released the game to iOS, and with that came some feedback that I had to address. Today's build is mostly meant to bring the all platforms back into parity. Thank you for continuing to play, please give me feedback or suggestions for new content and I will look into creating it! Happy Sweeping! General Added a Previous/Next day toggle for Daily Dungeon leaderboards that go back up to a week. Fixed a bug with Leaderboards and Daily Dungeon seeds being different across regions.
Posts come from Steam's official announcements feed.