DUNGEON ENCOUNTERS on Steam - User reviews, Price & Information

Dungeon Encounters is a unique dungeon exploration RPG in which you lead an expedition to chart the depths of an otherworldly labyrinth. Plan and prepare to overcome numerous obstacles, solve puzzles, and defeat monsters. Strategize to survive!

DUNGEON ENCOUNTERS is a rpg, jrpg and exploration game developed and published by Square Enix.
Released on October 14th 2021 is available only on Windows in 2 languages: English and Japanese.

It has received 502 reviews of which 342 were positive and 160 were negative resulting in a rating of 6.5 out of 10. 😐

The game is currently priced at 29.99€ on Steam.


The Steam community has classified DUNGEON ENCOUNTERS into these genres:

Media & Screenshots

Get an in-depth look at DUNGEON ENCOUNTERS through various videos and screenshots.

System 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® 10 64-bit
  • Processor: AMD A8-7600 / Intel® Core™ i3-3210
  • Memory: 4 GB RAM
  • Graphics: AMD Radeon™ R7 240 / NVIDIA® GeForce® GT 730
  • DirectX: Version 10
  • Storage: 2500 MB available space

User reviews & Ratings

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

Jan. 2025
It's a great dungeon crawler that feels like it hates you at times, but everything about it is thoughtful and well made. The friction here serves a purpose, unlike a lot of RPGs that just waste your time and pad everything out with busywork.
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Sept. 2024
Dungeon Encounters is very bare-bones and minimalist, but that just means that the parts that remain are done well.
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July 2024
At some point, somebody decided that every JRPG would be a playable anime, and boy do I get bent out of shape every time I'm reminded of that. Shall we list the other sins of modern JRPGs? Scripts written for children, stories more stale than last week's challah, combat that goes nowhere and tries nothing. DUNGEON ENCOUNTERS jettisons all of that, and with all the cruft removed it's like a bolt of lightning. It's cruel, it's uncompromising, it's so opaque it has a puzzle based on Superbowl scores. I implore you to support weird JRPGs. If you don't, soon all of them will be set in Japanese high schools and I will start sticking forks in my eyes.
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July 2024
An interestingly weird minimalist dungeon crawl style jRPG. Recommended if you are a fan of JRPGs and are interested in seeing a weird, competent deconstruction of jRPG mechanics. The game takes the basic mechanics of JRPG combat and exploration, strips them down to their fundamentals, and makes something as interesting as possible with what's left. I think it is a successful experiment, but it wont be to everyone's tastes. Exploration: You explore a dungeon made out of a large 100 x 100 x 100 3d grid, starting from the top, and fighting increasingly more powerful monsters as you dig deeper down in the cube, each layer a different "level", and every 10 layers make up a stratum of the dungeon with its own set of enemies, visual themes, music and level design gimmicks to keep things fresh. Some grid spaces are marked by white or black hexadecimal numbers (00,01,02... through FC,FD,FE,FF) that mark those grid spaces as special. Black numbers mark the location of random battles, and are scattered at random every time you enter a floor. White numbers are fixed special locations, such as stairs up/down, special abilities to collect and shops. Along the way, you discover new movement and exploration abilities you can use to explore, such as a leap that skips over a few spaces, or the ability to dig straight up or straight down one level. These abilities allow you to find shortcuts by figuring out short 3d paths through the maze that allow you to return to safety in few steps, or sometimes allowing you to find secrets or access special locations on certain levels. However, some of these abilities are dangerous to use: One of the "dig down" abilities, if used carelessly, can result in your party falling through the entire maze and down into the void below, which leads to your whole party getting scattered all over the map. Combat: Battles use a simple but effective, stripped-down active time battle (ATB) system such as found in most Final Fantasy games from FF IV onward. Much of battle strategy comes down to prioritising targets in combat, choosing the right attack ability for the right enemy, and building a party with varied attack options so you can reliably take down any combination of enemies with various strengths and weaknesses. The game manages to do this with shockingly simple components that strip these sorts of combat fundamentals bare, removing nearly all obfuscating layers that would otherwise hide them. Enemies and party members all have very simple characteristics and combat actions which you can see at a glance during combat. You know exactly how much damage your attacks do, and how much damages enemies can soak up before they die, which allows you to pick exactly the right moves in combat to eliminate your foes while taking as little damage as possible. Enemies have three separate life bars: HP, Physical Defence and Magical Defence. You need to deplete either physical defence or magical defence (using physical or magical attacks) before you can attack an enemy's life directly. Your own defense bars replenish between battles, but your characters' life bars do not. A lot of enemy variety comes simply from giving them a different balance between these three numbers. There are some patterns in their designs, such as undead enemies always having exactly 1 hp but high physical and magic defence, making them very vulnerable to the few rare abilities and weapons that pierce defence and attack life directly. There are also flying enemies that cant be targeted with Melee attacks, and Reflecting enemies that bounce Spell attacks back to the caster. The weapons/abilities you can equip to your party members are very straightforward, and can all be described with only 5 characteristics: Damage Amount (from 1 to 999999), Damage Variance (either Fixed or Random), Damage Type(Physical or Magical), Range(Melee or Ranged) and Targeting (Single or Multi). All abilities and weapons are just different combinations of these, with very few exceptions. Conclusion - It is impressive how much depth the game manages to pull out of such stripped-down mechanics, it really squeezes every last drop of blood out of that stone. it feels like playing a JRPG that's been taken apart, all of its pieces labelled and categorised for you to poke at as you play. Never quite played any other game like this. It's not for everybody, but I think if you played a lot of JRPGs before, this could be interesting to you. If you're not sure, get it when its on sale.
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April 2024
I've had 3 separate people message me while playing this game to ask the same question: Is it good? It's great if you're an extremely weird person like me who enjoys numbers going up and filling in squares but you've also got the patience of a saint. Or at least the patience of a 2000's MMO player. If you want to buy it but see all the negative reviews talking about bullshit like sudden high level fights or monsters putting you in extreme debt, here's a hot tip from your ol' pal. Very early on you get an ability to see the monster encounters on the game board. These are all represented by hexadecimals. (Base-16, meaning 16 distinct symbols. 0-9, 0 being the smallest, 9 being the largest. And then A-F. A is "Bigger" than 9, essentially representing 10 but with a single digit.. So you'll see early encounters like 14 or 1F (Read as ONE FOUR, not Fourteen). The First Digit gives a general representation of the enemy level. Not exact, but if you're on floor 14 you'll mostly be seeing encounters that begin with 1. The second digit isn't nearly as important, but if you suddenly see encounters with higher numbers in the first digit, or worse, LETTERS in the first digit do not engage. So let's say you're on floor 23. You see two encounters. 2C and FE. 2C starts with a 2, so it's roughly around the 20~ level range. But FE starts with F, which we stated is representing 16. The highest digit. This fight is way too high for a level 20. If you managed to read that, understand it, and didn't instantly think "Yeah fuck that it's too much work" congrats! You might enjoy this game. If it does sound like too much work that's okay too, I genuinely struggle to think of more than like 2 friends I could recommend this game to.
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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 28 March 2025 15:13
SteamSpy data 30 March 2025 11:45
Steam price 01 April 2025 20:36
Steam reviews 01 April 2025 03:46

If you'd like to dive deeper into the details about DUNGEON ENCOUNTERS, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about DUNGEON ENCOUNTERS
  • SteamCharts - Analysis of DUNGEON ENCOUNTERS concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck DUNGEON ENCOUNTERS compatibility
DUNGEON ENCOUNTERS
6.5
342
160
Online players
3
Developer
Square Enix
Publisher
Square Enix
Release 14 Oct 2021
Platforms
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