Dungeon Rats
Starting out as a new prisoner at the bottom of the gangs-ruled prison hierarchy, and of the prison itself, you must fight to survive and develop your combat skills, acquiring better weapons and equipment as you go. Recruit allies to your struggle or carry on as a lone wolf, and kill anyone foolish enough to stand in your way. Features include: Tactical combat system, including standard attacks, aimed attacks targeting specific body parts, and per-weapon special attacks such as Whirlwind and Impale. Detailed crafting and alchemy systems: forge your own weapons, brew potions and poisons, experiment with Liquid Fire and Black Powder. 8 weapon types: Daggers, Swords, Axes, Hammers, Spears, Bows, Crossbows, and Throwing Weapons, each with its own advantages and disadvantages. Fully customizable main character, as well as 10 possible companions, not all of them human (maximum party size is 4). 50 challenging fights and 4 different endings
Steam User 7
Challenging but extremely satisfying series of fights that push you to conserve every bit of healing supplies or items that might tip the next fight in your favor. I'd definitely recommend making a character with 8-9 charisma and heavily investing in a defensive skill for survivability. There's bits of dialogue scattered around in the game but the meat of the game is going from one hard encounter to the next as you fight your way out of a prison mine.
Steam User 5
Homework: The game
The game isn't really hard per say, it just knowledge checks you about crafting optimal builds
If that's your thing then I recommend the game easily. If it's not, then it's an even easier no.
Steam User 5
Feels like an experiment "can we make a dungeon crawler with Age of Decadence's combat and assets?" And the answer is yes, although it doesn't come close to classics like Icewind Dale. The AOD system translates pretty well to party combat and extended dungeons, although I'd rather they use these lessons to flesh out future RPGs instead of making more dungeon crawlers.
Writing is limited but what's there is good. There's a good sense of tension throughout and (like AOD) it nails their gritty Roman low fantasy style.
My only gripes are it's a bit short and not very replayable (since companions are met in a fixed linear order and nothing else really changes). It can also be easy to softlock due to the rations system meaning you can scrape through several fights but fall behind on healing supplies with no way to get more. It's not a deal breaker, just keep lots of saves. (Or if you really don't want to use the rations system, you could just use CheatHP() between fights.)
Steam User 4
Dungeon Rats, developed and published by Iron Tower Studio, is a deliberately focused tactical RPG that strips away much of the genre’s usual excess to concentrate almost entirely on methodical, turn-based combat. Set within the same bleak universe as The Age of Decadence, it trades sprawling narrative ambition for a tighter, more combat-oriented experience. From the outset, the game establishes a tone of harsh survival rather than heroic triumph, placing players in the role of a prisoner navigating a brutal underground hierarchy where every step forward must be earned through careful planning and efficient execution.
The structure of the game is straightforward but effective. Progression unfolds as a sequence of encounters and scenarios, each designed to test your understanding of the mechanics. Instead of offering multiple ways to resolve situations, Dungeon Rats leans heavily into combat as its primary language. This approach gives the game a distinct identity—it feels less like a traditional RPG and more like a tactical gauntlet, where each fight serves as a puzzle to be solved. Positioning, turn order, weapon choice, and resource management all play critical roles, and even small miscalculations can lead to failure. Victory is rarely immediate; it often comes after several attempts, as players refine their approach and learn from mistakes.
Character development is tightly interwoven with this combat focus. Players allocate points into specific weapon skills, physical attributes, and support abilities such as crafting and alchemy, all of which have tangible effects in battle. There is a strong emphasis on specialization, encouraging players to commit to particular strategies rather than spreading points too thinly. Crafting and alchemy, in particular, add a layer of strategic depth, allowing for the creation of tools, poisons, and equipment that can shift the balance in difficult encounters. The ability to recruit companions further expands tactical possibilities, turning battles into coordinated efforts where synergy between party members becomes just as important as individual strength.
Despite its strengths, the game’s narrow scope is both a defining feature and a limitation. The lack of exploration, dialogue-heavy interactions, and branching storylines means that players looking for a more traditional role-playing experience may find it lacking. Encounters, while well-designed, can begin to feel repetitive over time, especially since progression follows a largely linear path. There is little room for improvisation outside of combat, and the absence of alternative solutions can make the experience feel rigid compared to more open-ended RPGs.
The presentation reflects the game’s utilitarian design philosophy. Visuals are functional and clear, prioritizing readability over flair, which suits the tactical nature of the gameplay. While the environments effectively convey the oppressive atmosphere of the underground setting, they are not particularly varied or detailed. The interface, though improved compared to earlier efforts by the studio, can still feel somewhat clunky, especially when managing inventory or navigating more complex systems. These aspects don’t necessarily detract from the core experience, but they do highlight the game’s modest production values.
One of the most defining aspects of Dungeon Rats is its difficulty. The game does not attempt to accommodate all players; instead, it commits to a challenging design that rewards patience, experimentation, and a deep understanding of its systems. Resource scarcity, unforgiving encounters, and the absence of safety nets mean that players must think several steps ahead at all times. This can be immensely satisfying for those who enjoy overcoming tough challenges, but it may prove frustrating for players who prefer a more forgiving or narrative-driven experience.
Ultimately, Dungeon Rats succeeds by staying true to its vision. It offers a tightly crafted tactical experience that prioritizes depth over breadth, delivering a series of encounters that consistently challenge the player’s strategic thinking. While it sacrifices variety and narrative richness in favor of focus, it manages to carve out a niche where its strengths can shine. For fans of hardcore tactical RPGs and combat-driven design, it provides a rewarding and intellectually engaging journey, even if it lacks the broader appeal of more expansive titles.
Rating: 7/10
Steam User 2
Good tactical combat game, less RPG than the other Iron Tower games though.
Steam User 2
Great game, great atmosphere, and very creative and tactical combat.
In some ways it reminded me of Icewind Dale II. Some people criticized it for not having much of a story, but the atmosphere and gameplay were so strong that I always felt engaged.
Steam User 2
ENG/RU
An excellent game that gave me the chance to further enjoy an interesting combat system. What delighted me was that in a game focused primarily on battles, there turned out to be quite a bit of story that revealed some very intriguing details. The game is engaging and challenging. I recommend purchasing it, nevertheless, only to those who enjoyed the combat in AoD, or to those who want to learn some unexpected lore details. The game doesn't emphasize the role-playing aspect, so you shouldn't expect that from it. Personally — I liked it.
Отличная игра, давшая возможность побольше насладиться интересной боевой системой. Порадовало то, что в игре, преимущество про бои, нашлось немало сюжета, раскрывшего весьма интересные детали. Игра интересная, с вызовом. Рекомендую к покупке, тем не менее, только тем, кому зашла боевка в AoD, либо же тем, кто хочет узнать неожиданные детали лора. Игра не делает упора на ролевую составляющую, поэтому и ожидать от нее этого не стоит. Мне лично - понравилось.