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 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
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 4
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 2
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
I enjoy Dungeon Rats so Much thanks to having low expectation and being a fan of the turn based tactical battle genere. It didn't matter to me that the plot of the game was simply about a man leading a group of prisoners to escape prison I like the simplicity of the story. It does not take much to motivate me to play any Turn Based Tactical RPG Game that is for sure
I read the review for this game before playing it and most of the negative reviews talk about how this game scope is so much smaller compare to Age Of Decadence. I mean come on guys they had like 6 months to make this game instead of years like they did Age Of Decadence so I come into the game knowing the backstory behind the game development and so my expectation was set low compare to other who played Age Of Decadence First then Dungeon Rats 2nd.
Can't wait to play Age Of Decadence after this!
Thank You for the Amazing Game!
Steam User 1
Good tactical combat game, less RPG than the other Iron Tower games though.
Steam User 2
A spin-off from the Age of Decadence game that focuses more on combat rather than roleplay, but that is alright since the combat system while not "special", is very competently made and is entertaining to engage with. If one enjoyed fights in Age of Decadence, this is just more of that with maybe some extra lore tibbids here and there.
SPOILER AHEAD
I will offer up a criticism of this game and that is that constructs are very underwhelming. You get them very late in the game and while they are strong in specific niches, they also feel very vulnerable without the player having the ability to strenghten them. The minotaur was especially dissapointing for me since i could not equip weapons on it, even the same ones of better quality. While the spider droid felt like it was too fragile to do anything with.