Info about Monsters' Den: Book of Dread:

Official game description:
Enter the **Monsters' Den**, a place of endless adventure, battle and reward!  
Lead your party of four heroes through each level of the ever-changing dungeon, fighting in turn-based battles and hunting for that elusive rare loot.  
The web-game classic comes to Steam! **Remastered** as a standalone game with **higher fidelity assets** and support for **multiple resolutions** and **fullscreen**.  
*   Endless randomly generated dungeons  
*   Two campaigns and survival mode  
*   Five distinct enemy factions  
*   Seven hero classes: Warrior, Mage, Cleric, Ranger, Rogue, Conjuror and Barbarian  
*   Hundreds of loot items to find  
*   Use custom hero portraits by choosing images from your computer  
*   New options like 'Softcore' mode take the sting out of defeat

Release date: Jul 19, 2016

Categories: Dungeon Crawler, Turn-based RPG, Party-based Combat, Roguelike, Loot System, Procedurally Generated Dungeons, Character Customization


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $2.99 - $4.99
  - Reasoning: The reviews treat $5 as an acceptable ceiling but repeatedly emphasize waiting for a sale, partly because a free online version exists. Some players explicitly recommend the game at $5, while others say it is not worth full price and is best bought on discount. This suggests the community's fair base-game range is below the current $4.99, roughly $2.99 to $4.99, with $5 as the upper bound only for players who value the Steam version.
- Playtime Metrics:
  - Game completion: 6.0h
  - Story completion: 2.0h
  - Session length: 0.5h
  - Endgame: N/A
  - Reasoning: The review explicitly describes short sessions of 20-30 minutes, so sessionLength is set to 0.5 hours. Full campaign and overall gameplay are reported as about 6 hours, supporting gameCompletion = 6. The only story-specific completion time is the first story mode at about 2 hours, so storyCompletion = 2. Endgame is null because endless mode is mentioned but no hours are given for it.
- Time-to-fun:
  - Summary: Monster's Den: Book of Dread is reported as enjoyable almost immediately because of its simple, addictive tactical combat and loot-progression loop. Some players note later repetition and drawn-out fights, but these caveats are not framed as gating initial fun.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: procedurally generated floors can get repetitive; some points feel too simplistic and even repetitive; drawn-out fights become tedious and boring once enemies run out of Power; enemies feel the same after Power depletion; music gets repetitive due to a lack of tracks and variety
  - Unlock drivers: N/A
  - Conditions: Player wants to jump in without a steep learning curve; Player wants flexible short or long sessions; Player enjoys tactical battles, party composition, and incremental loot progression; Player can tolerate repetitive procedural floors; Player treats the game as something to dip into every now and then
- Player Archetypes:
  - Nostalgic Flash-Era Veteran (buy)
    - Motivation: Reliving childhood Flash-era dungeon crawling and supporting the developer.
    - Playstyle: Returns to familiar campaigns and endless dungeon crawls, often casually.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Hardcore Challenge Runner (buy)
    - Motivation: Mastering punishing difficulty settings and climbing leaderboards.
    - Playstyle: Builds optimized parties, activates Hardcore and Tactical penalties, and chases high scores.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Loot-Driven Casual Party Builder (buy)
    - Motivation: Collecting and optimizing loot during casual endless dungeon runs.
    - Playstyle: Runs turn-based battles, manages inventory, and experiments with party compositions.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Old-School Dungeon-Crawl Traditionalist (buy)
    - Motivation: Experiencing a classic party-based D&D-style dungeon crawl.
    - Playstyle: Controls a four-character party through turn-based, level-scaled dungeon campaigns.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Dungeons & Dragons


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Satisfying and fun gameplay (weight 0.69): Players consistently describe the gameplay as satisfying, fun, and polished. Even when simple, it remains highly enjoyable.
- Highly acclaimed by fans (weight 0.31): Some players consider it one of the best games ever made and an all-time favorite. This reflects strong positive sentiment from a dedicated audience.
- Custom portraits enhance uniqueness (weight 0.26): The ability to import custom character portraits is appreciated. It allows players to personalize their party despite limited character creation options.
- Plentiful and fun looting (weight 0.23): The abundance of loot is frequently highlighted as a fun aspect. Collecting and managing items adds to the enjoyment.
- Customizable party options (weight 0.16): Players enjoy the extensive customization for their party. Skills, portraits, classes, and formation provide many strategic choices.
- Nostalgic classic dungeon crawler (weight 0.16): Fans describe it as a classic dungeon crawler with a fresh coat of paint. It evokes nostalgia while offering modern touches.
- Flexible session length (weight 0.15): The game accommodates both short and long play sessions. Players can easily jump in for quick runs or extended play.
- Great time killer (weight 0.15): The game is often described as an endless time waster. It provides a nice way to pass time enjoyably.
- Reasonable price point (weight 0.15): Reviewers find the price reasonable and worth the cost. This contributes to overall positive value perception.

Common complaints:
- Stark Presentation (weight 0.52): The presentation is stark, with limited graphics and basic mechanics. Artwork remains closer to its Flash-game origins, and sound design is unobtrusive.
- Difficulty and Scaling Problems (weight 0.48): Difficulty is inconsistent, sometimes very hard and sometimes very easy, with harsh scaling that can one-shot squishy characters. Armor benefits are not noticeable, and stamina does not keep up with monster damage growth.
- Not Worth Paying (weight 0.41): Many players feel the game is not worth paying for since it was originally free as a web browser game. The Steam version appears to be the same game without meaningful improvements.
- Gets Repetitive Quickly (weight 0.35): The game becomes repetitive pretty fast, leading to boredom after a few hours. The same patterns and variables repeat, causing tedium.
- Minimal Plot (weight 0.32): The plot is pretty minimal, with no grand narrative guiding the descent. The main story is too short and light, lacking depth.
- Immature and Lacking Depth (weight 0.27): The game feels immature and lacks the depth of modern games, with simple and mindless gameplay. It does not have much depth beyond being a door-kicking dungeon crawler.
- Repetitive Procedural Dungeons (weight 0.23): Procedurally generated dungeon levels can become stale and repetitive over time, lacking environmental variety. This leads to a repetitive core loop that may feel one-note for some players.
- Limited Content and Variety (weight 0.22): The game has limited content, with few random events or quests and only a couple advanced builds. After an hour or two, you know all there is to offer.
- Balance and RNG Issues (weight 0.21): The balance formula feels askew, with multiple axes of randomization creating impossible starting setups. Combat is prone to RNG, and optional bosses may be impossible due to randomness.
- Lacks Puzzle Elements (weight 0.16): The game lacks puzzle aspects and problem-solving elements that are common in classic dungeon crawlers. This reduces engagement for players seeking such challenges.
- Generic Classes (weight 0.15): Classes are mostly generic and do not offer unique playstyles. At higher difficulties, only a few classes are viable, limiting variety.
- Inconsistent Loot Drops (weight 0.15): Loot drops are inconsistent, with some runs giving very few items and others giving many. This unpredictability can hinder progression.
- Grindy Gameplay (weight 0.14): The game has slightly more grind than some players may like, which can feel tedious. This is exacerbated by constant gear replacement due to new loot.
- Survival Mode Weak (weight 0.14): Survival mode is the weakest, with pure RNG for gear and no resupply, leading to homogenized strategies. It lacks strategy and becomes tedious.
- Stun and Hit Location Bugs (weight 0.12): The same spot always gets stunned or always misses a hit, indicating a bug in hit location mechanics. This can lead to frustrating combat experiences.
- Enhancement Orb Confusion (weight 0.08): Applying enhancement orbs to items is tricky because the level and quality must match, and the game only sometimes tells you which item type is allowed. This makes the system frustrating.
- Poor Achievements (weight 0.07): Achievements are really bad and poorly implemented, offering little incentive for completion. This is a minor but noticeable flaw.
- Item Cap Bug (weight 0.07): A bug causes items obtained not through enemies or chests to not apply to the item cap until the inventory is opened. This can lead to inventory management issues.
- No Steam Leaderboard (weight 0.06): There is no Steam Leaderboard integration, which is a missed opportunity for competitive players. This feature is expected in modern games.

Gameplay feedback:
- Turn-based dungeon crawler (weight 0.97): Players describe the game as a classic, old-school dungeon crawler with turn-based combat. The core loop involves party-based exploration through dungeons.
- Multiple campaigns and game modes (weight 0.63): There are two structured campaigns, including 'The Den of Corruption' and 'The Den of Terror', plus additional modes like gauntlet and survival. The game offers multiple stories and randomized dungeons across modes.
- Endless and survival modes (weight 0.32): The game includes an endless mode and a survival mode designed for continuous play. Endless dungeon mode is a neverending dungeon generator available after completion.
- Procedurally generated dungeons (weight 0.28): Dungeon floors are randomly generated for each run, adding replayability. Players note that exploration unfolds across these procedural layouts.
- Item tiers and randomized loot (weight 0.26): Items are categorized into tiers from common to legendary. Loot drops are randomized, encouraging repeated runs.
- Customizable party of four heroes (weight 0.23): Players can control a party of four companions from various classes. Customization includes skills, portraits, classes, and formation.
- Seven distinct classes (weight 0.16): The game features seven classes: Warrior, Mage, Cleric, Hunter, Rogue, Barbarian, and Conjurer. Some sources also mention Ranger, indicating possible variations.
- Class abilities and builds (weight 0.16): Each class has straightforward but meaningful abilities that shape tactical approaches. Players can develop multiple builds per class.
- Hack-and-slash RPG elements (weight 0.16): Combat includes hack-and-slash mechanics blended with turn-based strategy. This combination appeals to fans of both genres.
- No story, pure dungeon crawling (weight 0.15): The game has no real story or fluff, focusing entirely on dungeon crawling. Some players appreciate this straightforward approach.
- Hardcore difficulty mode (weight 0.15): A hardcore difficulty mode is available, including a Hardcore Extreme variant. This caters to players seeking a greater challenge.

Performance notes:
- SteamPlay works flawlessly (weight 0.07): The Steam version of the game runs perfectly using SteamPlay. No compatibility issues or performance problems were reported.

Recommendations:
- Recommended for Most Players (weight 0.46): Many reviewers strongly recommend the game for fans of dungeon crawlers and RPGs. It is seen as a solid choice for those who enjoy the genre.
- Wait for a Sale (weight 0.46): A recurring theme is to wait for a discount before purchasing. Many find the game not worth full price but a good deal on sale.
- Recommended on Sale (weight 0.45): Many reviewers specifically recommend buying the game when it's on sale. It is considered a great deal at a discounted price.
- Appeals to Dungeon Crawl Fans (weight 0.4): Fans of dungeon crawlers and turn-based strategy will find a lot to like. The game offers loot-filled exploration and party customization.
- Skip, Play Sequels Instead (weight 0.28): Some reviewers recommend skipping this installment and going straight to its sequels like Godfall or Chronicles. They feel the sequels are superior.
- Great for RPG and Strategy Fans (weight 0.28): Reviewers recommend it to anyone who enjoys RPGs or strategy games. It hits the right notes for fans of these genres.
- Great Value for Money (weight 0.24): Players highlight the game's low price and high entertainment value. It offers hours of fun for a small cost.
- Good for Short Sessions (weight 0.23): The game is praised for being playable in short bursts, such as lunch breaks or before bed. It doesn't require long commitments.
- Only for Nostalgic Players (weight 0.22): It is mainly recommended for those who played it in the past, not for new players. Newer players may find better options elsewhere.
- Not for Narrative Seekers (weight 0.22): The game lacks rich narrative and atmospheric environments. It is not recommended for players expecting a story-driven experience.
- Worth Full Price for Some (weight 0.22): Despite many waiting for sales, some reviewers believe the game is absolutely worth its full price. They find the production value justifies the cost.
- Good Introduction to DRPGs (weight 0.16): The game serves as a good entry point for those new to dungeon-crawling RPGs. It is accessible and easy to get into.
- Good for Casual Play (weight 0.16): The game is easy and doesn't require serious preparation, making it suitable for casual play. It can be enjoyed without a heavy time investment.
- Not for Modern Gamers (weight 0.16): New players looking for a modern experience may be disappointed. Better options exist now, and the game feels dated.
- For Optimizers and Build Experimenters (weight 0.15): Players who enjoy optimizing builds and experimenting with party compositions will find depth. The game rewards those who tinker with setups.
- Mindless Killing Only (weight 0.09): The game offers little beyond combat and killing enemies. It is not recommended for those seeking more depth.
- Supports Developer for Past Work (weight 0.08): Some recommend buying to support the developer for past free content and the effort to port the game. It is a way to give back for previous enjoyment.
- Try Easier Settings First (weight 0.08): New players should start on easier difficulties to learn patterns. This advice helps avoid frustration.
- Use Scrolls Against Bosses (weight 0.07): A gameplay tip suggests using scrolls to bypass strong floor bosses. This can help players progress more easily.

Other player notes:
- Originally a Kongregate Flash game (weight 0.73): Many reviewers recall playing this game for free on Kongregate during the Flash era. The game's origins as a browser-based title on that platform are a central part of its identity.
- Played on various Flash portals (weight 0.39): Reviewers mention playing the game on Armor Games, Addictinggames, Notdoppler, and Ourworld. These platforms were key to the game's early availability.
- Sequels exist and are deeper (weight 0.37): Sequels like Godfall and Chronicles offer deeper gameplay, enhanced graphics, and a proper story. Reviewers often compare this game to those later installments.
- Expanded and refined over original (weight 0.35): The Steam version expands on the original browser game with updated graphics, refined systems, and additional modes. It builds on the foundation of the original Monsters' Den releases.
- High replayability and long playtime (weight 0.35): Reviewers report high replay value, with some still returning years later. Playtime can vary from 6 to over 50 hours depending on difficulty and completion.
- Barebones presentation, gameplay-focused (weight 0.32): The game has minimalist design with limited visuals and audio, focusing instead on gameplay. Music exists but has limited tracks.
- Simple and accessible, not complex (weight 0.31): The game is easy to understand and not for those seeking complex mechanics. It can be played casually, even while listening to meetings.
- Now available on Steam (weight 0.29): The game has been ported to Steam, often as a remastered version with additional features. This is a common point of discussion among reviewers.
- Supports developers by purchasing (weight 0.25): Some reviewers bought the game primarily to support the developers, especially if they enjoyed the free version. This is a common sentiment.
- Combat similar to Disciples series (weight 0.16): Reviewers compare the combat system to the Disciples series and Might and Magic 6-8. The gameplay is praised for its tactical depth.
- Flash version may become lost (weight 0.15): Some reviewers worry that the Flash version might not be preserved, leading them to buy the Steam version as a backup. Flash platform issues, especially on Linux, motivate this.
- Remastered version for general public (weight 0.15): The remastered version was made available to the general public, not just as a Kickstarter backer reward. It offers the same content as the original.
- Limited language support (weight 0.14): No Japanese or Korean language support, but English is simple and not a major obstacle. This is noted by some international players.
- Infinite mode and new game+ (weight 0.09): After completing the main story, players can access an infinite mode and new game+. This adds to the game's longevity.
- Random events or quests suggested (weight 0.08): Some reviewers suggest adding random events or quests to enhance the experience. They feel the game could benefit from more variety.

Emotions:
- Disappointment (weight 0.14): Players are disappointed by the short main story, repetitive endless mode, and the Steam version being nearly identical to the free Flash version while costing money. They also cite minimalist presentation, lack of narrative depth, and simplistic combat that becomes repetitive.
- Satisfaction (weight 0.13): Satisfaction stems from flexible team building, tactical combat depth, and a consistent simple gameplay loop that keeps players returning. The abundance of items, upgrades, bosses, and challenging modifiers provides a rewarding dungeon-crawling experience.
- Love (weight 0.1): Players love the game for its deep character mechanics, intuitive combat, and addictive gameplay loop that remains enjoyable years later. Its simplicity, loot, boss fights, and replayability make it an all-time favorite.
- Enjoyment (weight 0.09): Enjoyment comes from the game's simple, clean design and easy-to-get-into turn-based combat that is both fun and strategic. The addictive one-more-turn factor and variety of classes and monsters make it an engaging time killer.
- Frustration (weight 0.06): Frustration is caused by heavy randomization leading to impossible starting setups, unclear item enhancement systems, and underpowered skills. Combat can be tough with RNG, several classes don't scale, and floor bosses are too strong.
- Excitement (weight 0.06): Excitement is driven by the addictive loop of clearing floors and earning rewards, stimulating encounters, and fun legendary monster fights. The game's grindability and party creation, along with anticipation for the sequel Godfall, add to the thrill.
- Nostalgia (weight 0.05): Nostalgia arises from revisiting a classic Flash dungeon crawler from the late 2000s, with memories of playing on Kongregate and school computers. For some, it evokes childhood favorites and even deployment memories from 2008.
- Boredom (weight 0.04): Boredom sets in due to repetition and a one-note core loop, with drawn-out fights becoming tedious. After about sixteen hours, the game becomes too easy and lacks new patterns or variables beyond floor 18-19.
- Appreciation (weight 0.03): Appreciation is expressed for the game's classic RPG status, limitless replayability, and deep mechanics that rival Triple-A titles. The fullscreen experience, lack of ads, and decent soundtrack are also valued.
- Surprise (weight 0.02): Surprise comes from how incredibly fun the simple turn-based dungeon crawler is, exceeding expectations. Players are also surprised by the amount of inventory items and variety for a short game.
- Relaxation (weight 0.02): Relaxation is felt because the game allows players to go in, relax, and have a good time with little mental investment. The repetitive gameplay contributes to a calming experience.
- Fun (weight 0.02): Fun is derived from the neat game design, sick loot, and interesting spells and passives that make digging into the game enjoyable.
- Happiness (weight 0.02): Happiness is experienced through supporting the developers by spending money, which also unlocks fullscreen play. This act of support brings joy to players.
- Dissatisfaction (weight 0.01): Dissatisfaction is caused by inconsistent loot runs, such as obtaining no distance weapons and very few grey items, leading to uneven experiences.
- Thrill (weight 0.01): Thrill is provided by incremental loot progression, which keeps players engaged and excited as they grow stronger.
- Immersion (weight 0.01): Immersion occurs when players are drawn into the game for hours at a time, becoming fully absorbed in the dungeon-crawling experience.
- Comfort (weight 0.01): Comfort is found in the game's ability to act like comfort food, offering a familiar and returnable experience that players can enjoy repeatedly.
- Anticipation (weight 0.01): Anticipation is felt as players look forward to exploring the large amount of content the game offers.
- Amusement (weight 0.01): Amusement comes from mindless clicking, character management, and the casual dungeon-crawling nature that provides light entertainment.
- Addiction (weight 0.01): Addiction is driven by the gameplay being very addicting, compelling players to keep playing.}