$5.99 (−80%)Dungeons 3 Be the bad guy, hilariously
Play the villain for once. Dig a dungeon, fill it with orcs, demons and the undead, and march your army up to the surface to ruin every hero's day. A strategy game with a narrator who never stops joking, a co-op campaign for two, and randomly generated levels so no two evil schemes play out the same.
Is Dungeons 3 worth it?
Dungeons 3 is worth it if…
- you want to build a trap-filled dungeon and watch heroes walk into it
- you enjoy a constant stream of jokes, fourth wall breaks and pop culture references
- you want a campaign to play through in co-op with one friend
- you always suspected the heroes were the annoying ones
Screenshots
Dig, build and run your own dungeon
Underground is where it starts. Your goblin workers dig tunnels into the earth, and you decide what goes where: rooms for sleeping, eating and drinking, workshops, and traps at every corner a hero might turn. Some rooms need a minimum size or specific equipment to work, and closed, door-secured rooms run more efficiently, so layout actually matters.
You settle three creature factions, each with their own demands. The horde wants a tavern to drink in, demons want to bathe in mana, the undead want a temple to pray in, and everyone wants chicken and a bed. Neglect them too long and they go on strike, doing absolutely nothing until you deliver. Dig too far and you might strike gold, mana, or a diamond vein that produces gold forever. You might also find spiders. It keeps things interesting.
Take the fight to the overworld
A dungeon alone does not make an empire. Once your forces are ready, you send them up to the surface, where the real-time strategy half of the game takes over. You guide your army across the overworld, corrupt the land as you go, and dispatch anything heroic, cute or unicorn-shaped.
Thalya, the dark elf priestess you lured away from the surface world, leads your forces as your chief lieutenant while you run the campaign from the comfort of your lair. Back home, heroes will occasionally break into your dungeon to attack its heart, so defenses and traps earn their keep. The two layers feed each other: raids on the surface bring resources, resources grow the dungeon, and a stronger dungeon supports a bigger army. The campaign has 20 missions and more than 20 hours of playtime, and the missions ease new mechanics in step by step.
Evil is better with a friend
For the first time in the series, the whole campaign works in co-op for two players. You and a friend split the duties of running a joint empire of evil: one digs and manages the dungeon while the other marches the army, or you tackle both layers together and coordinate as heroes push back.
It is the kind of game made for chatting over. The pace is relaxed enough to leave room for conversation, the narrator keeps up a running commentary, and plans go wrong in ways worth laughing about. If the campaign is not enough, you can also face off against each other, one playing the dungeon master and the other the heroes. Sessions start easily, the systems are simple to learn, and there is plenty to argue about, starting with whose fault the last defeat was.
Can you play it solo?
Can you play it solo?
Yes. The 20-mission campaign is a full singleplayer experience, and beyond it there are randomly generated levels and skirmish-style play where you set up your own dungeon and overworld. You can also play alone from the hero's side if you feel like a change of allegiance. Co-op is there when you want it, not a requirement.
Do you need to be good at strategy games?
Probably not. The systems are deliberately simple: creatures have broad roles like tank, attacker and healer, and their needs boil down to food, drink and a bed. The campaign teaches mechanics gradually, and you can finish it without deep micromanagement. Harder missions and some DLC reward more careful unit control, but the entry bar is low for the genre.
How long is the game and does it replay?
The campaign runs more than 20 hours across 20 missions. On top of that, randomly generated levels mean no two sessions play out the same, and there are more rooms and unique abilities to experiment with. Between different army compositions, trap-heavy defensive builds and aggressive surface raids, there is room to try a different style of evil each time.



























