Smash Dungeon Reviews
Smash Dungeon is a brutal, dark, intense, action rogue-like. Hack and slash your way through the procedurally generated dungeons on your own or in couch co-op, using a combination of armor & weapons upgrades, passive items and power-ups to kill everything in your path to claim the riches below.
App ID | 1144130 |
App Type | GAME |
Developers | Plastic Cow Games |
Publishers | Plastic Cow Games |
Categories | Single-player, Steam Achievements, Steam Cloud, Multi-player, Co-op, Shared/Split Screen Co-op, Shared/Split Screen, Partial Controller Support |
Genres | Indie, Action, RPG |
Release Date | 24 Jul, 2023 |
Platforms | Windows |
Supported Languages | English, Portuguese - Brazil, French, German, Spanish - Spain |

15 Total Reviews
12 Positive Reviews
3 Negative Reviews
Mixed Score
Smash Dungeon has garnered a total of 15 reviews, with 12 positive reviews and 3 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Smash Dungeon over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
84 minutes
not fun seems like it would be but it iś not
👍 : 0 |
😃 : 0
Negative
Playtime:
118 minutes
Very fun game to kill a few hours on, runs very smoothly which is a big plus for this type of game.
👍 : 2 |
😃 : 0
Positive
Playtime:
28 minutes
40/100 ..bad game, bad controls
Turns out the negative reviews are spot on and 100% correct!
- bad GFX even at Very High/ ULTRA
- cluncky controls & you can get stuck in animation
- Hitboxes are off -> traps can hurt you even if nearby
- no fluent attacks & massive delays show bad UNITY code
- dualwield even requires destroying your mouse for combos, otherwise you only attack with offhand
- char is weak compared to the enemies
- the powerup combat is worse than it sounds!
->> Skip it!! don´t pay for Shareware Alpha builds.
This could be much better, if devs had actually invested time and played their game
👍 : 1 |
😃 : 0
Negative
Playtime:
13 minutes
Fun time, Definitely appreciate the couch co-op as well. Its unforgiving but thats because it take a bit to get the hang of the melee.
👍 : 2 |
😃 : 0
Positive
Playtime:
173 minutes
Very nice hack and slash game, a few bugs left like picking up the map item throwing me into lava and keys seem to be dropping from chests a bit too much.
The gameplay is very fluid, quick and fun to playthrough exactly what you would want out of it ! Replayable at least once with each weapon I would say :)
PS: chickens are op
👍 : 3 |
😃 : 0
Positive
Playtime:
222 minutes
Gameplay is smooth and visuals are nice. Small issues here and there that are to be expected but overall good experience and worth a go.
👍 : 3 |
😃 : 0
Positive
Playtime:
107 minutes
The game looks good, it's fluid and runs fine on my steamdeck too. Environment, lighting, sound atmosphere is good.
It is a bit hard to my taste, dying several time on the same boss without any feeling of progression between runs. Some weapon are clearly more powerful (bow is good but weak against a room of spider, spent 10mn killing them running around, hammer is powerful). I think it needs some balance or some difficulty that could be set or increase manually or automatically.
It also lacks some long term goal.
Nothing that the developer can't fix I'm sure of it.
👍 : 5 |
😃 : 0
Positive
Playtime:
128 minutes
So, I like Smash Dungeon.
I recorded some of my progress in Smash Dungeon.
[b]Please take a look if you value a more Audio / Visual experience, as I discuss the game as I hack, slash and dash my way through it; in some semblance of style perhaps![/b]
https://youtu.be/HBNT98szxFM
Smash Dungeon is an Indie, Hack and Slash, Action RPG Roguelite that feels like a fusion of a bite sized Diablo or Gauntlet!
Smash Dungeon has a focus on fun power-ups, which you can drop to take the dps to the next lvl, when your collected gear is not enough.
[h1]The Star of Smash Dungeon Is The Combat![/h1]
There is no bump damage here; good!
The monsters of Smash Dungeon must actually make an attack animation to hurt you; good, as it should be!
Also, the big, beefy hero you are, you physically displace monsters when you walk into them, so push those nasty monsters around and show em who’s da boss!
Your melee attack chain changes depending on your equipped weapon, but you can animation cancel out of your main attack chain and dodge out of it; very good to know!
Remember: this does NOT seem to work on your special attack; so be careful when you use it.
You also have a dash on a 2 second cooldown, by default, which is very handy.
Weapons better than the torch also have Special attacks; these special attacks are cooldown based, and are very potent when used at the right time.
Beyond your sick, monster stomping moves, you also can find powerful items to use.
These are very potent pick-ups for you to grab, 1 use, but so worth it!
Think lightning bolts blasting down from the sky, dropping blasting turrets, big dps boosts, things like that can easily turn the fight your way.
Enemies drop these items often; but you can only hold 2 by default.
You also have a dedicated bomb button; fun.
[h1]Random Dungeons and Gold![/h1]
Coins are auto picked up here; good.
The dungeons in Smash Dungeon are made with Procedural Generation, so expect random dungeons, full of monsters, gold, items, shops, healing fountains, and traps!
Spike traps are present, as are flame traps; and they hurt enemies too; nice!
Watch out for the lava Hero!
There are monster totems to smash too, that continually spawn more monsters; take em out!
[h1]Meta Progression:[/h1]
As a Roguelite, Smash Dungeon has significant Meta Progression, in the form of gained character lvls and gems.
When you die, you keep your gems and lvls; the gems are used to unlock meta progression passives for your character that make you stronger and stronger, more able to dig deeper into the dungeon of the smash; fun.
Controller Support is present, and good, while good old mouse and keyboard is also an option if you wish.
I went with a gamepad in the above video, as I found it felt much better here.
Local Co-op is present as well, in case that is something that interests you.
For multiplayer, you must start it as a 2 player game; they cannot continue in a preexisting, single player game.
While I did enjoy my time with Smash Dungeon, I did come across some areas where it could be better.
Please let me know if anyone thinks I’m off base here, or if any of this is out of line.
I’ll try and keep this organized.
[b] Tech Issues:[/b]
[h1]1: Minor “Esc” Only Pauses the Game; It Does Not Un-Pause it on the 2nd Press.[/h1]
Minor, but Esc usually functions this way in most games, and when a player gets used to a thing functioning a certain way, it is not great when it doesn’t.
[h1]2: Minor: Hitting “I” Only Opens the Inventory; hitting it Again Does Not Close It.[/h1]
Minor, but irritating if you’re playing with mouse and keyboard.
[h1]3: Swinging Feels Very Imprecise with the Mouse.[/h1]
It feels good with the gamepad though.
[b]Suggestions:[/b]
[h1]4: Temporary Use Items vs. Passive Stat Boosters Need to be More Visually Distinct[/h1]
I was in a shop, and it was unclear if what I was buying was a rare, 1 time use power-up, or a run lasting passive boost.
Think a different border around the item to more clearly indicate which is which.
Currently, the higher cost hints that it is different, but, to the players’ eyes, that does not rule out some rare, and pricy, 1 use power boost, so more is needed here to visually indicate the difference at a quick glance.
[h1]5: Faster Movement on Clear[/h1]
Think faster movement after clearing a room while in that room and other cleared areas, or maybe a
quick teleport to unexplored areas after clearing a room, like in Enter The Gungeon.
Less gaming dead space that way.
[h1]6: Monsters Dead Man! Turn Off The Traps![/h1]
It does not feel good to get caught in a trap due to player carelessness after dropping your guard after the monsters are dead.
It feels like the game is taking a cheat shot at the player.
In a typical Dungeon Crawler, the player would disarm the trap after the threat is removed.
As I suspect that would slow down gameplay too much here, why not simply power down the traps after the monsters in the room are dead?
Perhaps their life-force was powering the traps: that’s why they were bound here, and now that you have ‘released’ them, the traps in the room power down.
It just feels better than slow boating it past cleared areas, or risking cheap shots from sad, bitter traps.
[i]You lost traps, it’s time to go to sleep![/i]
[h1]7: How Many Dashes Left?[/h1]
It’s not really needed when you only have 1, but once you get 2; it becomes very handy to know when you have an extra dash at the ready.
Consider some teal pips under the character’s feet to indicate the amount of dashes left, matching the color of the existing circle under their feet.
[h1]8: Blow The Door Billy![/h1]
Let me use the boom!💥
I can only carry 1 bomb by default, while you can rock around with at least 3 keys, making bombs the rarer item, so, let me have more uses of em!
Anyway, my hopefully helpful suggestions aside, I enjoyed my time with Smash Dungeon.
Smash Dungeon is a fast and fun Action Roguelite that feels like a fusion of a bite sized Diablo or Gauntlet, and is easily worth a wishlist and a watch.
Watch?
👍 : 4 |
😃 : 0
Positive
Playtime:
93 minutes
I'm enjoying it so far, it's a bit unforgiving at times, but once you get through the tough parts it feels rewarding, in that respect it's a bit like dark souls, gameplay though is not similar, but is very oldschool, it does play a lot like some of the gauntlet remakes I've played, but has it's own unique spin in the way you collect and use weapons etc. I like the randomly generated levels, stops it from getting too samey.
👍 : 9 |
😃 : 0
Positive
Playtime:
282 minutes
Three warriors travelled to the infamous Smash Dungeon. One brought a sword, one brought a gun, and one brought no weapons: just a torch & a few cough drops.
They crept in. It was pitch black and stone quiet. They were suddenly starting to regret this challenge. Stupidly, only one brought a torch. The aggressive darkness and inky black yielded with grudging compliance but always seeming to push back. They moved cautiously onward amid the cold air and eeriness. The floor crumbled and cracked. They breathed in tight, quick breaths. You could hear a pin drop.
Suddenly, there was a deep moan. "OOOOOOOOUUUUU". It seemed from another room. The dungeon had been abandoned for years. Who or what could make such a sound? The warriors looked at each other, but continued on, hearts pounding in their chests.
As they proceeded down to the next floor they encountered a rotten swarm of flies. Buzzing and beating their necks and faces, they rushed and stumbled to the next room, not stopping to see what they were truly feasting on. They slammed the gate behind them. Maybe a body? But no way were they going back to find out. And again came the sound, "ooooOOOOOooooOOUUU" but louder this time. Louder. Closer.
They proceeded through the dark down to the next floor below. They saw numerous armour stands filled with cob webs. Dust-covered weapons, trinkets and silverware adorned the corridor. Spiders climbed on ivory curtains. Clearly a dungeon with a previous history of privilege and grand setting.
Or, perhaps, met a fatal end?
They pushed on. But again that unearthly howl.
"oooooOOOOOOOOOOOUuuuuUUUUuuUUOOOOooo".
They found the staircase to the next floor below, where the sound seemed to be emanating from. Could they proceed? Would they? Did they dare? Two of the warriors looked at each other, faces fraught with worry.
The third warrior stepped between them both and said, confidently, "We're going down there." Not wanting to seem the weaker, the other two warriors braced themselves and nodded.
The stairs creaked and groaned evily under their feet. The rickety woodwork shook in angry defiance. Insects and vermin scattered underneath them with every step. They were descending into hell, they knew, but none would turn back.
And the sound: "oOOOOOOOOUUUUUUUUuuuuUUOOOO". Now loud enough to fill not only their heads but seeming to claw at their very souls.
They reached the door at the bottom of the staircase. The antique, crying squeak of the hinges eeeeeeEEEEEEEEEEee made the warriors wince and consider covering their ears. But they had to move forward. What is making that horrible, terrible sound?
"ooooooooooOOOOOOOOOOOOUUUUUUUoooooUUUUUUUOOOOOOO"
In the center of the room lay an unholy coffin. A twisted artistic expression of murder, decay and disease. Brutish, incorrect lengths of vine had been forced together, buckling the wood and bulging the steel at points, as if death itself were attempting to escape. It was festooned with beast-like emblems and decrepid artifacts: skulls, antlers, skins, totems, and drenched in the color of blood.
"OOOoooOOOoOOooOoOouuUUUUUuuuuUOOuouOUO"
The warriors clasped their weapons and realized, with sheer horror, that the insane moaning was coming from the coffin in front of them.
Before the warriors could do anything, the coffin began to shake wildly. They froze.
The coffin shot off the ground and lifted into the air: They gaped in terror.
Shaking violently and rising, the coffin started to turn. It turned and turned, and gained speed. It was spinning in the air before them. A mix of terror and fascination gripped them. Unable to look away. Unable to run. It spun faster and faster whilst slowly making its way to the warriors.
"OOOoooOOOoOOooOoOouuUUUUUuuuuUOOuouOUOOOOOOOoo"
The first warrior with the sword, slashed in the air in front of him, as if to stab away at the evil. He dropped his sword in a moment of panic and ran back up the stairs, never to be seen again.
The second warrior with the gun, fired several shots towards the entity BANG! BANG!, but dropped his gun in a moment of panic and also ran up the stairs, and also was never to be seen again.
The third warrior stood there calmly, reached into his pocket and popped a cough drop into his mouth. He sucked on it for a bit.
And the coffin stopped.
👍 : 12 |
😃 : 9
Positive