

The Fall of the Dungeon Guardians - Enhanced Edition
Mana Games · November 6, 2015 · Dungeon Crawler, RPG, Exploration, Strategy, Fantasy
Buy The Fall of the Dungeon Guardians - Enhanced Edition from GOG at $5.99 — the cheapest of 3 stores we compare.
Where to buy The Fall of the Dungeon Guardians - Enhanced Edition — official stores
The Fall of the Dungeon Guardians - Enhanced Edition price by region
The Fall of the Dungeon Guardians - Enhanced Edition costs £4.49 in the United Kingdom, $5.99 in the United States, €5.99 in Europe (EUR), $5.99 in Georgia (USD), CA$6.59 in Canada, NZ$7.19 in New Zealand, A$8.69 in Australia, R$11.09 in Brazil and zł21.59 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| £4.49 −70% | £4.49 | — | 3 | |
| $5.99 −70% | $5.99 | — | 3 | |
| €5.99 −70% | €5.99 | — | 3 | |
| $5.99 −70% | $5.99 | — | 3 | |
| CA$6.59 −70% | CA$6.59 | — | 3 | |
| NZ$7.19 −70% | NZ$7.19 | — | 3 | |
| A$8.69 −70% | A$8.69 | — | 3 | |
| R$11.09 −70% | R$11.09 | — | 3 | |
| zł21.59 −70% | zł21.59 | — | 3 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About The Fall of the Dungeon Guardians - Enhanced Edition
The Fall of the Dungeon Guardians - Enhanced Edition is a first-person tactical RPG where you lead a party of four guardians deep into a massive dungeon to recapture escaped prisoners, managing tank-healer-damage dealer roles with an active pause system inspired by classics like Dungeon Master. Command specialized classes with intricate talent trees, loot legendary equipment, and tackle 20 unique bosses across 25-50 hours of exploration, puzzles, and strategic combat in a dungeon packed with secrets and modding support.

Introduction :
The Fall of the Dungeon Guardians is an RPG Dungeon Crawler game, in First Person View, inspired by classics like Dungeon Master™ and Might & Magic®, but featuring a modern tactical combat based on the triptych “tank/damage dealer/healer” mechanism coupled with the threat & aggro system and an active pause.
Story :
You’re a newly employed guard of a prison deep inside a dungeon. The night of your arrival, strange things happen and when you wake up in the morning, all prisoners have escaped amidst chaos. The warden wisely decides to leave the dungeon as quickly as possible, while tasking you to run after the escaping prisoners. You then assemble your team and venture into the mysterious dungeon.
A Call For Adventure :
Enter a big, massive dungeon, full of danger, mystery and secrets.
Fight your way through hordes of enemies and powerful creatures.
Explore intricate corridors, underground palaces, mines fallen into oblivion and evil crypts.
Solve puzzles, avoid deadly traps, uncover hidden passages, and keep your bearing through mazes & hallways.
Character Building :
You’ll take command of a party of 4 guardians. Each guardian comes with a set of spells & abilities, with new ones appearing over the course of the adventure.
For each new level reached, the guardians get a point to use in their talent trees, allowing them to reinforce their abilities or gain new powers.
There are 4 classes to choose from: the warrior, the healer, the mage & the rogue. Each class has 3 specializations represented by a talent tree, and each specialization comes with its own set of abilities. So you have 12 base build-ups. In addition, your guardians can choose freely to spend their talent points in any of the 3 specializations of their class, allowing for even more varied set-ups.
The dungeon is filled with loot: epic armors, legendary weapons and mystical, magical items. Often when you kill a group of enemies, they’ll drop a random piece of equipment that one of your guardians can use, raising more and more of their powers.
Evolved Combat System :
The combat is focused on the triptych “tank/damage dealer/healer” mechanism, coupled with an exciting threat mechanism: your healer’s spells directly threaten all the enemies nearby, and thus your tank must use his abilities to attract their wrath and protect the healer. The tank must then be able to mitigate a lot of the enemy damage using his defensive skills.
Your last 2 guardians will be the damage dealers, trying to kill the enemies as fast as possible, while they’re busy with the tank.
All guardians get a lot of abilities and not only will using the right one at the right moment be essential to your party’s survival, but also combining different abilities in sequence to maximize their efficiency will be required to vanquish your strongest foes.
It sounds like a lot, but fortunately the game comes with an active pause: you can pause the game whenever you feel like it, check everything, queue the next abilities for your guardians, and then resume the game.
You don’t like tanks, or you don’t like pausing the game? No problem, just lower the game difficulty, and you’ll be able to play without a real tank or pausing. You can precisely tune the difficulty at any time during your exploration.
Unlike old-school FPV Dungeon Crawlers, you don’t have to strafe-turn-strafe-turn all the time in Dungeon Guardians. Your tank comes with serious defensive skills (armor, dodge & parry) that let him handle most of the enemy attacks, as long as the healer backs him up. So most fights are done while standing your ground.
However, occasionally your whole party will have to dodge some extremely powerful enemy attacks, usually by walking back, so you’ll still need some moving reflexes and awareness of your surroundings during the fights.
Built-in Map editor & Modding :
The game comes with a full featured map editor, letting you create your own dungeons. The basics are very simple, but a bit of learning will be required to handle the more advanced puzzle mechanisms.
Additionally, with the Modding SDK, you’ll be able to fine-tune the existing enemies, classes, specializations, abilities, talents, gear, and enchantments, and with a bit of dedication you should be able to add your own, and even add sound FX or music.
Game Features :
- 4-character Party
- Grid-based movement : your party moves 1 square at the time, and turns by a quarter
- First person view
- 4 classes, 12 specializations
- 5 playable races : human, dwarf, elf, dark elf, halfling
- Active pause (ie: you can pause the game and still queue commands for your party members), and numerous optional auto-pauses
- 25-50 hours of gameplay, depending on your own skills and the difficulty settings
- 20 bosses, each with an unique strategy
- 100 kinds of creatures (including variations)
- Puzzles (the few ones required to finish the game are easy to solve)
- A lot of tactical combat
- Built-in Map Editor & Modding support
The Fall of the Dungeon Guardians - Enhanced Edition — game info
- Platforms
- Windows, macOS, Linux / SteamOS
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
The Fall of the Dungeon Guardians - Enhanced Edition is a grid-based dungeon crawler that blends Legend of Grimrock aesthetics with World of Warcraft-style MMO combat, but the hybrid approach proves divisive and feels awkward to many players. The core complaint centers on the combat system itself—the real-time-with-pause, cooldown-based rotation gameplay frustrates those expecting action-oriented dungeon crawling, while mundane enemy variety, uninspired loot, a janky UI, and a lengthy 20-floor structure further wear on players.
Honestly, kind of a disappointing game. I flip flopped repeatedly while playing between enjoying it and loathing it - consistently noting that the average player drops it well before even the halfway mark, with 17% of players making it to level 5. Of 20. The game has some interesting concepts - it marries World of Warcraft with the dungeon exploration and stylings of Legend of Grimrock. The dungeons may remind you of Grimrock, but the gameplay diverges - there is no "dancing around enemies" here, combat is entirely a static affair of setting up your rotations using active pause or macros, with few exceptions for enemy AOE or special abilities that root them in place in order for you to move away or get pwned. Otherwise, enemies are absurdly fast - god help you if you need to maneuver them (and unfortunately, sometimes you *do* have to maneuver them). As for the World of Warcraft elements, it shamelessly rips abilities and classes right from WoW - "Protectors" (the games stand in for Warrior) use abilities literally called Thunder Clap, Rend, and Devastate. This would be fine - I used to main tank as a Protection Warrior in my youth, and so logically I should take to a game like t…7 found this helpful
I played this game for about 8 hours and reached the level 2 dungeon. I think the game is good, but just not my cup of tea. This is a combat-focused dungeon crawler, and it does it quite good! The main reason I quitted playing was that the real-time-with-pause design was not what I favored. For me one of the reason why I play a dungeon crawler is that I like turn-based combat, so that you don't need to keep yourself on edge all the time. The real-time-with-pause design also makes the UI somewhat confusing and hard to be followed. in my 8 hours of playing about half of the time I was reading online guides trying to figure out what is going on. And after a lot of reading it seemed that my combat result was still not improved. I was confused and finally decided to quit. So if you can figure out the combat mechanism I guess you can get certain amount of fun out of this game.1 found this helpful
I have no idea how this has an average of very positive in the reviews. I'm kind of mad at the YouTube streamer who somehow tipped me toward buying this. Enemy variety and combat are very boring, items/gear are uninspiring, the UI is very janky from the moment the tutorial starts and conversational choices start popping up in the bottom left every few seconds, the enemy animations and attack/spell effects are bad. The first few secret rooms I found were one empty grid square with a single potion on the floor in the back right corner. What really tipped me over to quitting the game after 99 minutes was the first boss fight. Everything about it was bad: the setup of the boss room where you're attacking from above, the boss's special freeze in place ability and high HP and healing rate, the poor UI queues on when you're supposed to "kick" to interrupt his special ability, how fast he moves to track you when you jump down off the ledge, so he's nearly impossible to move around toward the exit. It was basically a war of attrition and healing party members and waiting for ability cooldowns and the slow decline in the boss's HP, and sometimes moving out of the way of his area attack.…1 found this helpful
After several years of sitting this in my backlog, I have finally completed this game. Curiously enough, I went to research the developer of the game, Mana Games, to see why exactly did this developer make this game? If you look at their library, all you can see are tennis games, yet this one sits out above all of them as the only non tennis game. Well I did some research and found their blog which they indicate that this was an attempt to create something outside of their formula, and while they did enjoy developing this game, the game didn't actually sell well, probably because Dungeon Crawler genre is very niche overall. Unlike metroidvania genre where thousand indie devs made all kinds of metroidvania clones, dungeon crawlers are only few and between, and this is probably the main reason why: Unless it's Legends of Grimrock, you are not gonna get a lot of sales from it. Nevertheless we are here. Let's give a fair and honest take on this, even if this is developers only attempt at a dungeon crawler. Positives: I actually like the level designs. There are 20 levels in total and they all have a unique theme involved. In addition to that, the developer gave a map editing tool so…1 found this helpful
This is really not a dungeon crawler for a fan of the action blobbers of yore like Dungeon Master or Eye of the Beholder, but more a cross between the grid-based turn-based games in the past like Wizardry 1-7 or Might and Magic 1-5 and WoW-like MMORPGs, which feel so jarringly out of place together. Battle feels almost turn-based, with pausing expected and queuing up abilities for each user, with a 6 second global cool down between each character's actions. I could not get it to feel right in the 90 minutes I played, it just infuriated me every time I had to interact with it. I tried using a more dance-like combat style that I'm familiar with, but that felt even more wrong because those cool downs still needed to happen, and actually timing anything was off. You don't ever tell your warrior to swing a weapon, for example... you initiate combat and wait as these cool downs occur and your characters attack in whatever order they happen to be going at. It was jarring back in Stonekeep when your RNPCs attacked like this but at least your MC attacked when you wanted, where you wanted, using whatever item or spell you chose right away. I don't think I can get along with the combat syste…1 found this helpful
A Dungeon Master-like with MMO-inspired combat that actually works surprisingly well, though it tends to get too busy for my taste. Combat offers a solid and unconventional challenge with some fun (again, MMO-inspired) boss fights to break things up. My main issue with this game is that it's just too long. Fifteen floors would have been about right; twenty is just too much. Cutting some of the less-memorable floors would have tightened it up. I also wish loot was better. All treasure is randomly generated, and there are so many stats and sub-stats (some of which feel redundant) that even top-tier items were rarely worth using.1 found this helpful
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