Full ReleaseXbox · PC · PlayStation

Dungeons 4

Realmforge Studios · Strategy, Simulation, RPG

Overview

The Absolute Evil and its trusted *cough* servant, the Dark Elf Thalya, return in Dungeons 4 after the events of its fabulous predecessor to bring about their triumph over the forces of good once more.

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Once upon a time in a realm far, far away, everything was lush and green. The unicorns mingled among the trees and the elves and humans lived peacefully in harmony with their surroundings. Yet somewhere at the edge of a clearing half-hidden among the trees, obscured by a rising veil of fog in the hazy half-darkness of a weather-beaten hut, a shape huddles over a large and ominously glowing crystal ball. A mumbling voice sings ancient formulae, urging the swirling glowing mists inside the crystal to part and give an insight into the future.

“All is in flux, nothing seems certain. Come, oh vagaries of space and time, separate the veil and show us what is yet to come”, the voice grumbles with the hint of an eye faintly reflecting the glow in front of its hood. The shape’s audience, only barely visible in the dim light, leans in closer and listens intently. “Time ebbs and flows, forming pools and wrinkles… but when the mists part only vague images rise from beyond the veil. Shhhh—don’t come too close, you don’t want to disturb my delicate magical weavings do you?” The shape, still bent over the orb, mutters and shoos the other back a bit more into the shadows. “Ah, now it seems to be clearing a little. I can see… something… several somethings, hints of voices echoing in the haze. A baby, something happening on Hill Doom and the coming together of the Council of Snots – what could all this mean?”

In a flash, the light reflected in the eye turns red and a distant evil laughter echoes through the woods. Stay tuned for the return of the Soothsaying Evil!

Build a cozy and comfortable Dungeon to suit your creatures’ needs and rule over them, then send them out into the Overworld to kindly remind the good people living there that the Absolute Evil rules over their lands. Gather your Evilness in new and dynamic ways and unleash it upon the lush green forests and plains of the Overworld to turn them over to the dark side. But make sure that your Dungeon is well-secured by traps and defended by your creatures, for those pesky Overworlders won’t just twiddle their thumbs while you turn their land into the Absolute Evil’s most pleasurable holiday paradise.

But what is that noise? “Gold, gold, gold and gems, gold and gems and gold!” The ancient song echoes throughout the underworld, accompanied by the clanging steel of hammers and axes. The Dwarves have arrived to claim their share of the abundant resources and together with the Elves and Humans of the Overworld, they send out their raiding parties to find the Dungeon’s heart.

Dungeons 4 keeps the spirit of its predecessor, but everything is now bigger, better, and with even more dynamic Evilness™.

Everything is better with Dwarves™: The Dwarves have arrived to build their underground strongholds and the hardy little fellows (although they don’t like being called that) compete with the Ever-Expanding Evil for space and resources.

It makes your Dungeon great again: Dungeons are up to four times larger than before and there are many more creatures who wait for the All-Commanding Evil’s orders to conquer the Overworld. Now the time has come for massive armies and truly sprawling dungeons!

Ripe for the taking: The Overworld is bigger than ever before. Gain Evilness by beating Mini Bosses like the obsessively harmonious Unicorn and use it to transform the Overworld into stunning biomes of pure evil.

New and shiny: An ability-based Perk system for Thalya, the Absolute Evil’s trusted *cough* and most loyal subordinate, grants her impressive new powers. The Absolute Evil can now enjoy taking over the world, governing the creatures and slapping subordinates even more with the customizable Evil Hand.

Minions, everywhere: The Horde, the Undead and the Demons wait to do the Absolute Evil’s bidding, with more creatures than ever eagerly following the gesturing Evil’s orders, and Snots will play a much more prominent role this time.

Many ways to tell the story: A long campaign, narrated by the beloved English Narrator from previous titles, as well as several skirmish maps all to challenge your rule as the Absolute Evil.

Change the world: Spread your Evilness across the Overworld to bring lush and green environments over to the dark side, now shining even more vibrantly and beautifully evil as you spread your evilness across many new biomes.

Work together, slay together: 2-player co-op multiplayer with both players managing one Dungeon together. All maps from the skirmish mode and the campaign are playable in co-op.

From the game's Steam store page.

THE GAMEQ VERDICT1,549 reviews analyzed

What players are actually saying

Fun Dungeon Keeper style building and overworld raids with a great narrator, though some series veterans still prefer Dungeons 3.

87% positive on Steam · 3,350 reviews

1. Summary

Dungeons 4 is the fourth entry in the comedic Dungeons series, and most reviewers recommend it for what it asks of you: dig out a lair, slap your little snots into working faster, fill corridors with traps, then march an army onto the overworld to burn down the forces of good. Reviewers praise that mix of building underground and raiding above ground, often in the same breath as Dungeon Keeper, and the returning narrator and voice cast are a big part of the appeal. Couples and friends who play the campaign in co-op describe splitting it neatly, one person running the dungeon and the other leading the army.

The catch is Dungeons 3. 23% of all reviews name it, and so do 33% of the negative ones. Some players see Dungeons 4 as a smoother, bigger, better-balanced version of it. Others see a step back: creatures no longer work in the dungeon because the snots do everything, there are fewer and weaker traps, evilness has to be won on the overworld instead of flowing in passively, and random skirmish maps are gone. The fourth-wall humor also divides players. Other frustrations that come up are clumsy unit control, timed missions that play like races and a few difficulty spikes, slowdowns with big armies, launch-era bugs, and a price (base game and DLC) that some recommenders say is only worth paying on sale.

2. What keeps coming up

What players praise
The dungeon-building and overworld raiding loopHigh

Much of the praise goes to the core loop. Reviewers describe a mix of base building, tower defense and light RTS: mine gold, build rooms that keep creatures happy, set traps for invading heroes, then take the army above ground to corrupt the map. 12% of reviews bring up Dungeon Keeper, usually as a fond comparison, and a few call Dungeons 4 its successor outright: "Great spiritual successor to the oldie dungeon keeper." Newcomers to the series say it was easy to pick up, and returning fans who wanted no reinvention are content: "Dungeons 3 but better" appears word for word in three separate reviews. Some players also describe it as relaxing, a game to sink evenings into ("Reliable way to turn off your brain in the evening" was one co-op player's take).

Dungeon Keeper purists who want the underground to be the whole game see it differently. "Too much Warcraft - not enough Dungeon Keeper" sums up their view that the overworld RTS half crowds out the dungeon. Several negative reviews still concede the underlying loop is solid and blame specific design changes instead (see the split section below).

The Narrator and the voice castMedium

Reviewers who bring up the returning narrator mostly enjoy him, and his bickering with the dark elf Thalya is a highlight for some: "The Narrator is fun and Deliciously witty!" A few recognise him as Kevan Brighting from The Stanley Parable. The voice acting gets credit even from players who dislike the script; one player who asked for a refund still says "The narrator remains excellent." A few players note that the German and Spanish dubs are excellent too, and one regrets the loss of the Russian voice-over.

When reviewers complain in this area, it is about the script, which is covered under the humor item in the split section below.

Co-op campaign for twoMedium

Couples, siblings and friends describe splitting the work, one in the dungeon and one on the overworld: "My wife loves exploring & building and I love the RTS fighting, so we split those 2 tasks up." Another writes "Co-op is fantastic, I've played the entire game with my boyfriend". One parent played the whole campaign cross-platform with a six-year-old on Xbox, and one negative reviewer says the co-op hours were the only part they enjoyed.

The caveats are specific. In the first weeks after launch some players reported disconnects and slow, laggy co-op sessions ("Coop runs like complete and utter ass."), though one later update says a patch fixed the instability. Others expected separate dungeons and were disappointed that both players share one: "The co-op isn't cooperative in the normal sense of an RTS where you both have your own dungeon".

Quality-of-life upgrades over Dungeons 3Medium

Players coming from Dungeons 3 list concrete improvements: rooms and traps can be queued before you can afford them, you can mass-pick up resources and mass-slap snots, maps and army caps are bigger, the research screens are easier to read, potions add a second spell-like tool, and you can possess a snot to walk the dungeon in first person. One veteran's verdict on the reworked interface: "Took me some time to get used to, but now I can see the appeal". A few reviewers who went back to Dungeons 3 after playing 4 say the older game now feels clunkier.

Some veterans disagree that the new layout is better. They find the research split into four tracks confusing at first, and the menus too large (see the interface complaints below).

Graphics and soundtrackMedium

Most players who mention the visuals call them an upgrade, with bright, detailed environments and lively animations ("The new graphics are gorgeous."), and the heavy-metal soundtrack wins over even players who usually mute game music: "Soundtrack goes hard."

A minority dislikes the new creature art. They find the units cartoonish and less menacing than in Dungeons 2 and 3, and one says "In too many regards it feels like a mobile game." The music divides a few players as well, with one calling it "offensively generic electrical guitar".

Map editor and community mapsLow

The map editor and mod.io community levels are welcome for the players who use them. One writes "I really appreciate that they added a very extensive and complete editor", and another notes that many community maps need the DLC assets. Others find the tool hard to learn (one calls it over-engineered and "not even close to player friendly.") and say the community library is thin, so it does not make up for the missing random maps.

Where players are split
Better or worse than Dungeons 3High

23% of reviews name Dungeons 3, and the game's critics lean on it heavily: a third of negative reviews make the comparison, usually to say the older game is the one to buy. "In every metric that I care about, dungeons 3 is better" comes from a player who played through both. Others go further and call it a Dungeons 3 expansion at full price: "it's the same thing as 3. There is very little new content and does not feel worth the full price."

Some positive reviews call Dungeons 4 an improvement on Dungeons 3, praising the streamlining and better faction balance, and some explicitly push back on the charge that it is the same game. Others take a middle position: it is familiar, it is fun, and if you liked Dungeons 3 you will like this. One reviewer put it as "Feels more like an upgrade than a sequel, but it's still fun". Several suggest newcomers start with Dungeons 3 for the story, or because it is cheaper with all its DLC.

The humor and the storyHigh

29% of reviews talk about the humor, narrator or writing, and the jokes divide players. Fans love the fourth-wall breaks, the self-mocking narration and the dense pop culture parodies (Marvel's gauntlet, Lord of the Rings speeches, Warcraft peasants, a Rick Roll). For them the comedy is the point.

Critics say the meta humor has worn thin after four games. The running joke that the writers are lazy and the missions padded lands badly with them; one player says that if the humor amounts to jokes about bad writers, "I'm just going to start agreeing with you." Others complain about repetition, with the same voice lines firing many times per mission ("the jokes are... very reptitive."), and about the story itself: the returning villain from Dungeons 3 and a new brother who escapes at the end of mission after mission ("every map ends the same where the good you need to beat just escapes again and again and again."). Several players who gave up within the first couple of hours cite the tone as the reason. Some recommenders take a middle road, as one review does: "Is the dialog somehow childish? yeah. Does the humor often miss the mark? yeah. Is the army control a bit clumsy? yeah. Is it fun to play? HELL YEAH!" Players note a setting that reduces how often the narrator speaks, but some warn that muting him means missing mission hints.

Evilness now earned on the overworldMedium

Evilness, the research currency, no longer trickles in from captured islands as in Dungeons 3. You earn it in bursts by killing heroes, good creatures and caravans on the overworld. Fans of the change say it ends the old habit of hiding underground until you are unbeatable: "Thanks to a couple of gameplay changes you can no longer trivialize most maps by just turtling in the dungeon."

Critics find it stingy and say it forces the army out before the dungeon can defend itself. "Evilness, a resource needed to upgrade your dungeon and army, is a finite resource stingily doled out." Several point out that evilness also pays for demon resurrection and Thalya's spells, so it competes with research, and that research costs feel high overall ("The research is the biggest hurdle to progression on each map, entirely because of the cost."). Some players report feast-or-famine swings between too much gold and too little evilness.

Snots run the dungeon, creatures only fightMedium

In Dungeons 4 the little snots operate every room (mana, toolboxes, potions, traps), while horde, demon and undead creatures exist only to fight. Some players love the freedom: "Having little snots be the primary workers for all your resources (mana, toolboxes, traps, potions etc) is a huge QOL improvement". You no longer have to leave specific creatures at home or field a faction you dislike just to run a room.

For some veterans, the dungeon lost its purpose and personality. "What on earth is the point of the dungeon then, you just have the snots do everything!" The same group laments the missing titans, magic toolboxes, the old hero conversion and favorite Dungeons 3 traps. Trap complaints are concentrated here: players say traps are fewer and stop hurting elite heroes later in a mission ("Traps are basically decoration."), so the best defense becomes teleporting the army home. A smaller group says traps are now easier to build and that slime and saw combinations work well.

Factions and balanceMedium

Players disagree about the three creature factions. Supporters say each now works on its own, with undead minions, healing vampire queens and debuffing gazers giving the undead and demons a real identity: "each faction is viable as a solo faction". Critics say that this is exactly the problem, since "there is no reason to have units of every faction to have a functioning dungeon", so players pick one faction and spam it. Reviews name undead, horde and demons alike as overpowered or useless. A few add that campaign missions favor one faction and punish the others ("every mission is clearly designed around a specific faction").

How hard the game isLow

Some experienced players find Normal too easy and say Hard is where the game comes alive, while a few casual players report Easy feeling unexpectedly punishing in some missions and skirmishes. Several describe enemy waves that scale relentlessly the longer a map runs ("Enemy scaling is completely out of whack."). Players who like a challenge praise the late campaign; players who want a relaxed builder often recommend dropping the difficulty or sticking to the sandbox Dream Dungeon mode.

What frustrates players
Bugs and crashesMedium

Bugs come up in both positive and negative reviews, more often in the first weeks after launch. Players reported crashes, freezes on loading screens, lost campaign progress, snots disappearing and never respawning ("had the all Little Snots dissapear and won't respawn bug 4-5 times now"), overworld bosses that reset to full health after a charge, and smaller glitches like scattered toolboxes and missed perk unlocks. Some reviews say later patches fixed the stability issues; others report new breakage after DLC updates, such as horde resurrection: "The horde laboratory is still broken". Not Another Multiverse, which reviewers name as the second DLC, draws its own bug complaints (see the price item).

Price and DLC valueMedium

Some recommenders add that you should buy it on sale, and that advice turns up a little more often in later reviews than at launch. Players outside the US point to high regional prices ("Recommend getting it on a sale $73 AUD is a lot."), and others put a number on it: "It's not a 50 bucks kinda game, more like 25 ...". The DLC packs draw complaints for their length relative to cost ("don't get me started on the Multitude DLC which is $15 for 3 missions..."), and one long-time player calls Not Another Multiverse "so full of bugs that the it is completely unplayable" while still praising the first expansion. A few players are glad the price includes a long campaign of about 20 to 40 hours.

Timed missions and difficulty spikesMedium

Reviewers describe missions that push you to rush: timers, waves that keep scaling, and side objectives that must be completed before the clock runs out to earn perks. "Almost every level is a race." Players who like slowly building a perfect dungeon say this goes against what drew them to the series, and some had to replay hour-long missions to earn a perk they missed. A few players name the specific mission where they quit: Doom Hill (the volcano level), mission 12, Heroes' Gorge and the "laser eyes" mission. "Doom Hill ruined it for me and I wont' be back for another beating."

Unit control and pathfindingMedium

Some fans also call the army controls clumsy. Units respond late to orders, wander off, blob together and take separate routes: "Units often react to commands with a delay, making the gameplay feel terrible." Portals and dungeon entrances draw the most specific complaint: "created a portal and tried to instruct my creatures to go through only to have them stand on top of the portal and die." Players also note that inside the dungeon you can only pick units up and drop them rather than command them directly, that control groups reset after reloading, and that selecting a single unit in a crowd is hard.

Slowdowns with big armies and dungeonsMedium

Performance drops are a recurring complaint, especially late in missions with many units, dwarf strongholds or large dungeons. Some players with high-end PCs report frame-rate dips and input lag: "The game seems pretty taxing on the CPU, and busier maps can drop into the 30's depending on your setup/resolution used." The limited graphics options in the settings menu frustrate some. Steam Deck players disagree: one says it plays well with settings lowered and a 30 fps cap, another says late-game lag made it unplayable for them.

Little to do after the campaignMedium

Players who loved Dungeons 3's seeded random maps miss them badly. "The big failure of Dungeons 4 is the lack of map generation." According to these reviewers the base game ships with only a handful of fixed skirmish maps, and once those are memorized, replay value drops: "Sadly a randomized skirmish was never added (like Dungeons 3 had), so there's very little replayability." The map editor and community maps help some players, but most who raise this want random maps in the game itself.

Interface, camera and zoomLow

Smaller interface complaints recur: the camera is zoomed in too close ("PLEEEEASE add ZOOOOOOM!", later partly addressed in a patch according to one review), the build menus are oversized, the cursor and the hand of evil are separate and get in the way, some commands cannot be rebound, and there is no tactical pause ("No pause. Lazy or ignorant design."). Players also want better in-game explanations of mechanics and of which challenges unlock which perks.

No PvP or separate-dungeon multiplayerLow

Fans who played Dungeons 3 against friends are unhappy that Dungeons 4 has no competitive mode, only shared-dungeon co-op: "No PVP... how, what, no wtf??? Seriously?" Several ask for dungeon-versus-dungeon or separate-dungeon co-op in future content.

Launcher, EULA and antivirus flagsLow

These complaints show up mostly around launch. Some players dislike the Kalypso launcher that opens before the game ("Not sends me to some launcher to CONFIRM my launching of the game after I have told it I want to launch the game."), and a few say it looped or failed to start. A few players mention the EULA, which covers personal data and has to be accepted to play, in one case as an update shown after purchase ("Just got an updated eula notice (that I have to agree to) to continue playing."). A few others hit antivirus programs flagging the executable, which one later review says was fixed. A couple of players share how they bypass the launcher.

3. The player conversation

Many short reviews are a few words of praise ("Love it!", "Great game"), and the criticism sits in the longer write-ups. Much of it comes from series veterans who know Dungeons 3 well and object to what changed from it. Players who gave up within the first couple of hours often point to the tone of the writing; others mention a look and interface they compare to a mobile game, the changes from Dungeons 3, or the missing PvP. Those who finished the campaign argue about evilness, traps, factions and specific spike missions.

Sentiment cooled over time. Reviews written in November and December 2023 were 89% positive, those written in 2024 were 85%, in 2025 81%, and in 2026 73%. Launch-period reviews talk more about bugs, performance, co-op stability and the EULA notice. Later reviews mention the DLC more often, and the Dungeons 3 comparison runs through the criticism in every year. Advice to wait for a discount also turns up a little more often in later reviews.

4. What the developers could do

  1. Fix army control around portals, entrances and control groups. Even some players who recommend the game call the controls clumsy, and squads that will not step through a portal and die on top of it are a specific, angry complaint.
  2. Loosen mission timers and smooth the known spike missions. Players complain that missions turn into races against the clock, and Doom Hill, mission 12 and Heroes' Gorge are named as the point where some of them quit.
  3. Rebalance evilness income and research costs. Critics describe evilness as stingily doled out and research as the biggest hurdle per map, and even fans of the active overworld system ask for a steadier trickle.
  4. Give creatures a reason to be in the dungeon and make traps scale. Dungeons 3 veterans say the dungeon lost its purpose once snots took over every room and traps stopped hurting elite heroes.
  5. Improve late-game performance and launch stability. High-end PCs dropping frames with big armies, crashes, loading freezes, launcher loops and antivirus flags all recur, with more graphics options also requested.
  6. Add random or seeded skirmish maps. Players who loved Dungeons 3's map generator say its absence is why they stop playing after the campaign.
  7. Cut repeated voice lines and lighten the meta jokes. Even players who like the narrator complain about lines repeating several times per mission and about jokes that call the writing lazy.
  8. Price DLC to its content and fix DLC-era regressions. Three-mission packs at full DLC prices, a buggy Not Another Multiverse, and updates that broke base-game features like horde resurrection are behind some reviewers' advice to wait for a sale.

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