
Screenshots

Watch trailer on Steam ↗Dungeons and Warbands
Omer Erenturk · Published by Omer Erenturk
Content notice: Visceral Combat & Injuries: Experience a detailed body part damage system where successful strikes result in blood splatter on character portraits. Combat is brutal, featuring lethal injuries and stylized death animations that reflect the grim nature of the world. Grim Low-Fantasy World: The world is inhabited by various fantasy monsters, including goblins, the undead, and corrupted entities, all of which must be overcome through tactical, turn-based combat. Note: Blood effects can be disabled in the game options if a less intense experience is preferred.
Mixed — 60% positive (20 reviews)
Last updated 28 Sept 2026
A fast turn-based, grid-based hack and slash Dungeon Crawler in an Open World with many towns, caves, and dungeons to visit or raid. Go solo or lead your warband of allies or monsters. Engage in brutal combat with realistic armor layers protecting against crippling body part damage.
£12.90
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Price history
Action, Adventure, RPG, Early Access · 2026 · More £5 - £15 games
Embark on a solo adventure or command a diverse warband through vast, perilous dungeons in Dungeons and Warbands. Engage in intense, grid-based hack-and-slash battles with realistic armor that protects against critical hits.
About this game
Dungeons and Warbands is a unique single-player Dungeon Crawler game with RPG elements that blends the tactical depth of grid-based, turn-based combat with the open-ended freedom of a world exploration game. Be a mercenary or leader of a warband, you are free to carve your own destiny and reshape the world in a low-fantasy medieval Open World.
Form Your Personalized Warband
Your path is your own. Explore a vast world featuring numerous kingdoms, settlements, ancient ruins, and hidden caves. But you don't have to face it alone. Recruit a diverse Warband of companions, ranging from loyal knights and treacherous bandits to non-human allies like goblins and minotaurs. Once you conquer a dungeon, maybe you can use the place to hire your new allies among the subjugated inhabitants.
Tactical Grid Combat with Consequences
Experience fast-paced, fluid turn-based combat on a tactical grid, where every move and attack is vital. Inspired by classic top-down RPGs, combat is punishing and realistic:
Localized Body Damage: Every blow has consequences. Damage is applied to specific body parts, leading to crippling injuries that affect performance until healed.
Realistic Layered Armor:
Gear protection goes deep. Equip your character and companions with layered armor like cloth, gambeson, chainmail, and plate where each layer and piece protects specific body parts, forcing you to think strategically about defense.
Wearing a steel cuirass protects the chest well, but what about neck? Because getting a deady hit to neck, head or chest can be fatal, so you need to consider geometry or effectiveness of each armor layer well.Defense by Damage Type: Each armor layer offers distinct resistance values against the three primary damage types: Slashing, Piercing, and Blunt. A chainmail might excel at stopping a slashing attack but less effective against blunt force. This forces you to anticipate enemy weapon types and manage your defensive layers accordingly to mitigate damage effectively.
Specialized Skills for Maximum Impact and Survival
Your character's and companions' combat effectiveness is defined by deep, diverse Skill Trees. Customize your play style with abilities ranging from essential party management—like Healing and Commanding companions to Hold, Follow, or Attack—to specialized combat techniques like Riposte and Cleave. When the timing is right, activate a skill for devastating results: shift your tactical balance with Offensive or Defensive Stances, or use the signature Charge skill, launching you across the grid to deliver a brutal, momentum-fueled hit that can instantly decide a fight.
Gain full control over the battlefield by leveraging skill trees that offer both utility and direct combat power. From managing your party with Command skills (Hold, Follow, Attack, Wait) to sustaining yourself with Healing, you choose how you fight: stand firm with a Defensive Stance or press the advantage with an Offensive Stance. For high-impact moments, Riposte and Cleave and other skills are at your disposal. Or maybe Charge at enemies from distance, perfect for finishing off a monster.
A World Ready for Exploration and Loot
The Open World map is fraught with peril and opportunity. Beyond raiding deadly Dungeons or Caves for valuable loot, you will encounter roaming enemy warbands and engage in open-ground battles across forests and meadows. Take on quests, trade goods between settlements, and gather the wealth and reputation needed to forge your legend.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7 or newer
- Processor: 64bit
- Memory: 4 GB RAM
- Graphics: GeForce GT 1030 (2GB) or Radeon RX 460 (2GB)
- Storage: 3750 MB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11
- Processor: 64bit
- Memory: 16 GB RAM
- Graphics: GeForce GTX 1050 (4GB) or Radeon RX 570 (4GB)
- Storage: 3750 MB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
The Helm Update, Factions & Medieval Fest!
It is time for a major expansion! Our latest update, timed for the Medieval Fest, brings three massive pillars to the game: We now have Dynamic Factions on the World Map, Companion Context Menus, and a huge collection of New Medieval Helms. Because so much has changed, I’m running a 15% discount to celebrate. Whether you are leading a solo beast or a full warband, the new sandbox mechanics will completely change how you play.Big Features & ContentMany New Helms Added: Prepare to equip your warband with a variety of new headgear! (I couldn't squeeze all into this image, also more are on the way including hats!) Factions on the World Map: Factions are now visible on the map with their own colors and their own roaming warbands in their colors.Companion Context Menu: Companions can now be healed, spawned, or called back from the dungeon! This was a highly requested feature, so I added. Simply right-click on them or their UI cards in the Companion screen to open the Context Menu with Options: Heal, Summon (if not spawned yet), and Call Back (if summoned): Context Menu also opens without needing to open Companion Menu. Simply right click on your party members inside the Dungeon too: (Future plans for this menu: Companion Inventory, and Command functions like: Follow, Defend, Stay, Aggressive, etc.)New Skill: Added the "Follow Me" skill.Potions of Energy: Added the Potion of Energy family (Minor Potion of Energy, Major Potion of Energy, Greater Potion of Energy, etc.) to help manage your fatigue.Gameplay & BalancePolearm Tactics: You can now attack behind piles of crates, barrels, or prison bars with a polearm, but not through a solid wall. Thanks to @tepdeck for the suggestion! Fatigue Refresh: The player now always starts a new Dungeon Level with refreshed energy.Follow Logic: If skills like "Follow Me" or "Summon Allies" are enabled, newly spawned companions will keep follow you correctly.UI & Quality of LifeCompanion Health Bars: Added Health Bars above Companions in t...Read full article on Community Announcements (dragut)Patch NotesOfficial
Patch v.0.25.7
Patch Notes 0.25.7Major Bug Fixes & StabilitySave/Load Corruption: Resolved an issue where pressing keys during the loading process could corrupt Save/Load data. This previously resulted in characters losing all equipment and appearing "naked" upon loading. A Loading Check has been implemented for all inputs to prevent this. Thanks to @vietleole for reporting this bug & huge thanks to @Sir Fruchti for sharing with me detailed report to fix this! Note: If you encounter further issues, please report the specific steps to reproduce the bug, as I am monitoring this fix closely.Skill Tree Persistence: Fixed a bug where upgrading a skill and then selecting "Retry Level" failed to reset the Skill Tree. This also fixed an issue where skill buttons were being duplicated in the UI.Combat Log Accuracy: Fixed an error where bow attacks would display as "Unknown hits." The log now correctly identifies who is attacking whom.Negative Attack Values: Fixed a calculation error where using skills while heavily fatigued could result in negative damage values.Character Panel: Restored tooltips that had stopped appearing within the Character Panel.New Features & ContentCharacter Backgrounds: Added 1 to 3 unique skills to each starting background to further differentiate character backgrounds. A huge thanks to @Special Caesar for the push to get these into the game sooner! (You can watch his Dungeons & Warbands streams here, and the latest as of now. And the bugs I noticed in his stream are gone in this Patch version)New Skill: Added the Sprint skill to the Adventure Skill Tree for faster repositioning or escaping from difficult situations.Summon Allies: This skill has been overhauled. In addition to calling existing companions to your side, it now spawns all available allies directly around the player too.AdjustmentPolearm Swap: The ability to swap positions from 2 tiles away with a polearm has been removed. Swapping is now restricted to adjacent allies (1 tile distance) to maintain tact...Read full article on Community Announcements (dragut)Patch NotesOfficial
Patch v.0.25.6
Patch Notes 0.25.6ImprovementsEnhanced Character Backgrounds: Starting backgrounds have been fully fleshed out. Your character background choice now determines your starting equipment, inventory items, companions, and specific attribute bonuses.Dynamic Healing: The "Tend Wounds" skill now scales using a percentage based system rather than a static value. This ensures healing remains relevant as your character grows stronger. Now it gives as 10% Healing with 4 Fatigue cost, you can upgrade it with 5% more Healing each level. Vision System Update: Player line-of-sight is now dynamically affected by environmental lighting. Your visibility will change depending on the time of day or the use of a torch.Bug FixesSkill System Restoration: Resolved a critical bug where all skills became unresponsive following the Action Bar update. Skills and potions are now fully functional. (Sorry it took long to find what caused the bug.)Action Bar Logic: Fixed an issue where new skills would fail to appear if the Action Bar was completely full.Known IssuesSave/Load Stability: I have implemented a potential fix for mid-game save corruption. I am currently testing this further, but please report any issues if you encounter spawning errors.Fatigue & Skills: Using skills while your character is heavily fatigued can currently result in negative attack values. I am working on a solution for this and plan to address it in the next update.Read full article on Community Announcements (dragut)Patch NotesOfficial
Patch v.0.25.5
Patch Notes 0.25.5Important:Save Folder is changed from "Dungeons _ Warbands" to "Dungeons and Warbands" on Windows, please simply move your save files manually if you want to continue from them (In path: C:\\Users\\\\\AppData\\LocalLow\\OmerErenturk). Sorry for this inconvenience.Demo vs. Full Release Split: The Demo and Main Release versions are now separate. While the Demo will likely not receive new content updates, it will remain available as a sandbox experience with infinite dungeons and no level caps. Critical bug fixes will still be applied to both versions.New Features & ImprovementsAdded Action Bar to World Map: Many of you asked for the Action Bar (used to equip potions and set skills) to be visible in the World Map scene, so it is now added!Loading Screen Tips: Added helpful game tips to the loading screens.Combat Sound Fix: Attack sounds (other than bow shots) were not triggering correctly on mouse clicks. This is now fixed.Experience Slider Fix: Fixed the XP slider to correctly display current progress toward the next level.Combat Log Improvements: Damage reporting in the combat logs is now simplified. I fixed the inconsistent values where one was showing a calculation before final modifiers were applied. Special thanks to @Swalscha for bringing this to my attention!Potion Grading: Updated the names for various potion item grades.Item Swapping Fix: Fixed a bug where similar items but with quality tiers or enchantment levels would merge instead of swapping them in the inventory.Known IssuesSkill System: The skill system still has some bugs and need an overhaul. I have not been able to focus on this yet as I am still recovering from the flu. I appreciate your patience and hope to have this fixed in the next patch.Progress Reset Bug: Two players have reported an unusual progress reset. I am working to fix this quickly. If you encounter this, please send your log file to me. You can find instructions on how to do that here.I am focusing on more QoL improv...Read full article on Community Announcements (dragut)AnnouncementsOfficial
The Release & The Road Ahead
🕹️ A Note from the Developer & the RoadmapThe release date has come sooner than I would have liked. As a solo developer with real financial limitations, I had to launch earlier than I had planned. This is not the version I dreamed of shipping. There is more content I want to add, and I want the game to feel more complete before calling it a real release. But, Early Access exists exactly for this kind of journey, and I want to be honest with you about where things stand.With your support, I can keep building and make this into something I am truly proud of. Here is what I am working on right now:Horses: Including horse armor and caparisons.Helms: Adding helms is trickier than it sounds. To fit a chainmail coif with/without a kettle helm on a character, I first need to make each character bald separately, so I can hide the hair when a helm is worn and bring the hair back when the helm is removed. There is a further difficulty I didn't mention too. So implementing helms takes time, but they will look right when done.Diplomacy: Talking with neutral, allied, and enemy warbands, and being able to start a fight right in the middle of a conversation, similar to Mount and Blade.Zones and Conquest: Showing which settlements and dungeons belong to which faction, and letting players attack and take control of them. Maybe using siege weapons too! I am excited for this. Localization: Due to my messy coding habits, much of the game text is currently spread across many different scripts, which makes translation difficult. My first step is to centralize all text into a manageable spreadsheet. After that, I will bring in different languages one by one, starting with Japanese, as they have shown the second-largest interest in the game.New Races and Cultures: Gnolls, Catmen, Ratmen, Dwarves, Elementals, Golems, Beasts, and different human cultures including Steppe, Desert, and Asian.New Character Builds: Necromancer with an undead army you can raise and create destruction, and Wizard w...Read full article on Community Announcements (dragut)






