Dungeon Clawler

Dungeon Clawler is a Roguelike Claw Machine Deckbuilder. Build your deck, grab weapons and items from the claw machine to battle enemies, discover powerful perks that create game-changing synergies and unleash crazy combos as you fight your way through the dungeon!

Dungeon Clawler is a early access, arcade and replay value game developed by Stray Fawn Studio and published by Stray Fawn Publishing and Playworks.
Released on November 21st 2024 is available on Windows, MacOS and Linux in 11 languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese and Turkish.

It has received 1,589 reviews of which 1,440 were positive and 149 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 9.99€ on Steam.


The Steam community has classified Dungeon Clawler into these genres:

Media & Screenshots

Get an in-depth look at Dungeon Clawler through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows® 7, Windows® 10
  • Processor: Quad Core Processor
  • Memory: 4 GB RAM
  • Graphics: GeForce GTX 660, Radeon RX 460 or similar dedicated graphics card
  • DirectX: Version 11
  • Storage: 2 GB available space
MacOS
  • OS: macOS 10.13 or newer
  • Processor: Quad Core Processor
  • Memory: 4 GB RAM
  • Graphics: Metal capable Intel and AMD GPUs
  • Storage: 2 GB available space
  • Additional Notes: M1 Macs are compatible too
Linux
  • OS: Ubuntu 20.04, Ubuntu 18.04, and CentOS 7
  • Processor: Quad Core Processor
  • Memory: 4 GB RAM
  • Graphics: OpenGL 3.2+, Vulkan capable
  • Storage: 2 GB available space
  • Additional Notes: Nvidia and AMD GPUs using Nvidia official proprietary graphics driver or AMD Mesa graphics driver.

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
Fulfills the fantasy of the claw actually grabbing and delivering something 99% of the time, and it's never getting old. Many different characters that significantly change your run strategy, lots of fun mechanics and synergies of items.
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Nov. 2024
Highly recommend. Innovative and unique gameplay to keep you engaged for quite awhile. Some balancing and tweaks need to be made but overall, it is astounding. Definitely has a lot of replay ability and runs vary enough between characters to keep it interesting.
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Nov. 2024
The game is still in EA, lack of variety in terms of items and upgrade. what what surprise me is the top notch physics and music. looking forward to future updates
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Nov. 2024
Not shabby... not addictive. Skill, int, and luck involved. I think what it is missing is the cheese at the end of the tunnel. Like winning at a slot machine, I need that payout, and I think this is what the game is missing for the fun factor. But overall, it's a solidly made game. No regrets at $9.
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Nov. 2024
It's a fun game, but is under-tuned, and needs a few things to make it better and pay more respect to the player. Game pacing could be vastly improved by giving the player immediate control of the next claw after sending the current claw. Simply turning the "Game Speed" up in the Settings menu makes it feel like the entire game is in fast-forward, which affects the "physics" (negatively, imho), so this is not good solution for game pacing. Increasing the frequency of control for the player is the answer to this. (There is a little too much down time / waiting.) The "gumball" reward ["?"] machine needs a shaking mechanic or something; it feels like a slot machine with an unnecessary time gate that forces you to wait for an animation to finish. Reduce the waiting times in this game; grant the player more consistent agency and control over what they're doing, if they want it. (Please, let us play the game.) It's pretty disappointing to see no attention to achievements in a 1.0 release, which makes it feel incomplete / rushed. A lot of players use achievements as goals that motivate play, and it feels bad to put a bunch of time into a game if achievements are released later which may compel us to repeat the terms of an achievement. (This is an issue of respecting the player's time.) The map / journey is also unclear. It's a series of disjointed maps that give no sense of overall progress, so when there are rewards that suggest you need to "win a run", there's no sense of what that entails. How do I know how far through the progression I am? It feels like a maze going between small maps and making arbitrary choices based on enemy icons that are unfamiliar. Game knowledge is expected to an extent, but providing the player with some insight in how to make choices can help with the next point: difficult. ...and that is the biggest offender here: the "difficulty". The fights can swing to incredibly frustrating extremes. You can die in an instant with what feels like an unbeatable build even on the easiest difficulty; it is punishing. Games like this need better reward ramping where the default difficulties make the player feel well rewarded but become much more challenging with the choice of higher difficulties. The way it is currently designed feels like it can prey too easily on people with a proclivity to addiction.
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Data sources

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Last Updates

Steam data 23 December 2024 16:43
SteamSpy data 20 December 2024 06:44
Steam price 23 December 2024 12:50
Steam reviews 23 December 2024 15:55
Dungeon Clawler
8.6
1,440
149
Online players
1,016
Developer
Stray Fawn Studio
Publisher
Stray Fawn Publishing, Playworks
Release 21 Nov 2024
Platforms