Dungeon Keeper
Bullfrog Productions' 1997 strategy game for the PC, in which the player builds an underground lair and its army, published by Electronic Arts.
On this page
Dungeon Keeper is a strategy game in which the player plans, digs and runs an underground dungeon, lures explorers in with the promise of its wealth, and draws an army of evil creatures to deal with them1. In a news item dated Thursday 26 June 1997, GameSpot reported that Electronic Arts was shipping it for PCs “this Friday”; British magazines gave June or July2. The manual credits Bullfrog Productions, with Peter Molyneux as project leader, Simon Carter as lead programmer, and Mark Healey as lead artist3. Molyneux said work had started two years before release, on an idea four years old4. He told PC Gamer UK the delays came from balancing “so many interconnected elements”5, and that he was leaving Bullfrog, his last day to be the day the game went into final test6.
Edge called it almost a blend of the god sim with the real-time wargame of Command & Conquer, and scored it Edge scored it 9 out of 10 in June 1997.7,8. PC Gamer UK’s September 1997 list gives its review as PC Gamer UK's September 1997 "Recommended" list gives its issue 44 review of the game as 95%.9, and the reviewer, James Flynn, called it “a breathtaking achievement”10. Charlie Brooker at PC Zone called it a masterpiece of game design, though he found its first-person sections “more functional than they are exciting”11. Computer and Video Games called it “the very zenith of gaming brilliance”12. At the first Interactive Achievement Awards, in 1998, it won Computer Role Playing Game of the Year13.
#How it plays
Imps do all the digging and upkeep: the player marks tiles of earth, and the Imps go to each marked tile they can reach and dig it out14. More Imps come only from a spell, not from recruiting15. Dug-out ground belongs to nobody until the Imps tile it; only then can a room be built there. Once all the bare earth is claimed, the Imps start reinforcing the walls, a slow job; a finished wall keeps out tunnelling heroes and rival keepers unless they cast Destroy Walls16. Gold is dug the same way, and the Imps carry it to a Treasure Room, without which it lies on the floor and doesn’t count17.
Monsters arrive through Portals the player tunnels to18, and the rooms decide which ones come. A Library of 9 tiles draws Warlocks, and a Treasure Room of 25 tiles draws Dragons if there is also a Lair19. Kept fed, housed and paid, monsters can be trained for combat, and gold is all they care about; without a Lair to sleep in, they leave20. Molyneux said in June 1997 that digging the map destroys any routes worked out in advance, so the game combines the two route-finding methods other games use, and he called the code that finds the monsters’ way “by far the largest piece of code in the game”21. In the same interview he said that a couple of weeks earlier he had switched the Imps’ priority from collecting gold to collecting bodies, the game fell apart, and he settled on half and half22.
The Possess Creature spell, open from the first level, drops the player behind one monster’s eyes, moved with the cursor keys and aimed with the mouse. A possessed creature can do whatever it normally does, so a possessed Imp digs23.
#In Minecraft’s prototype
Markus Persson wrote in 2011 that Minecraft began in 2009 as a top-down isometric mining game, pitched as “Dwarf Fortress meets Rollercoaster Tycoon meets Dungeon Keeper”24. In RubyDung, the base-building prototype he worked on before Minecraft, he tried a first-person view for following the minions, “kinda like in Dungeon Keeper”, and left it out because the graphics came out pixellated and distorted25.
#War for the Overworld
In 2012 Subterranean Games put out a demo of War for the Overworld, with digging, claiming tiles, rooms, and possessed Imps, as a step toward “a true spiritual successor to Dungeon Keeper”26.
Mechanics
| Mechanic | Kind | How |
|---|---|---|
| Resource harvesting | Carried loads | Imps dig gold out of the rock and carry it to the Treasure Room; without one it lies on the floor and doesn't count |
| Structure placement | rooms go only on ground the Imps have dug out and tiled |
Every claim about this game, by concept (26)
References
- ^The manual sets the player to plan, dig and manage dungeons that lure explorers with the promise of wealth, and to attract an army of evil creatures to deal with them.ManualDungeon Keeper manual (1997)
How we know
Your task is to plan, dig and manage Dungeons with which to lure explorers with the promise of untold wealth. You also have to attract an army of evil creatures to do your bidding
p. 6, 1.0 "Introduction" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^In a news item dated Thursday 26 June 1997, GameSpot reported that Electronic Arts was shipping Dungeon Keeper for PCs "this Friday", that is 27 June, and that the PlayStation version would follow the next year. Edge's June 1997 issue gave June, and PC Zone's August 1997 issue July.WebGameSpot, Dungeon Keeper Ships (1997) · Edge 46 (1997-06) · PC Zone 53 (1997-08)revised
How we know
Posted: 06/26/97
dateline · archived copy ↗ Electronic Arts is shipping its new dungeon building game, Dungeon Keeper, for PCs this Friday.
first paragraph · archived copy ↗ PlayStation fans will have to wait until next year to play it on the big TV screen.
last paragraph · archived copy ↗ Release: June
Testscreen review, pp. 82–83, information panel · archived copy ↗ Release date: July
review by Charlie Brooker, specification panel · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^The manual credits Bullfrog Productions with the game, Peter Molyneux as project leader, Simon Carter as lead programmer, and Mark Healey as lead artist, and lists six people under game design.ManualDungeon Keeper manual (1997)
How we know
Designed by: Bullfrog Productions Ltd. Game Design: Peter Molyneux, Simon Carter, Mark Healey, Dene Carter, Jonty Barnes, Alex Peters Project Leader: Peter Molyneux Lead Programmer: Simon Carter Lead Artist: Mark Healey
p. 75, 36.0 "Credits" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^In September 1997 Molyneux said work on Dungeon Keeper had started two years before, and the idea was four years old.InterviewPC Zone 54, Molyneux interview (1997)
How we know
Work started on Dungeon Keeper two years ago, but the actual idea is four years old.
p. 38 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Asked in June 1997 why the game had taken so long, Molyneux answered that it had been the balancing, with "so many interconnected elements in the game".InterviewPC Gamer UK 44, Molyneux interview (1997)
How we know
It's been the balancing. There are just so many interconnected elements in the game.
p. 74 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Molyneux told PC Gamer UK in June 1997 that he was leaving Bullfrog and that his last day would be the day the game went into final test. In September he told PC Zone the main reason was that he wanted to concentrate on making software.InterviewPC Gamer UK 44, Molyneux interview (1997) · PC Zone 54, Molyneux interview (1997)
How we know
I’m leaving Bullfrog. My last day will be the day that this game goes into final test.
p. 75 · archived copy ↗ The main reason I'm leaving is that I want to concentrate on what I really enjoy doing: making software.
p. 36 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Edge scored it 9 out of 10 in June 1997.MagazineEdge 46 (1997-06)
How we know
Nine out of ten
Testscreen review, pp. 82–83, under "Edge rating:" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Edge's review called it close to a blend of the god sim with the real-time wargame of Command & Conquer, and found a playfulness that keeps its spells and monsters from being taken seriously.MagazineEdge 46 (1997-06)
How we know
Dungeon Keeper is a strange brew, one that can almost be regarded as a blend of the standard god sim with the realtime wargame elements of Command & Conquer. … there's a playfulness here that ensures talk of spells, spooky monsters and experience levels is never taken that seriously.
Testscreen review, pp. 82–83 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^PC Gamer UK's September 1997 "Recommended" list gives its issue 44 review of the game as 95%.MagazinePC Gamer UK 47 (1997-09)revised
How we know
Dungeon Keeper EA (PCG 44, 95%)
"Recommended" list · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^James Flynn's PC Gamer UK review called it "a breathtaking achievement" and said there was more in it than in any game he had played.MagazinePC Gamer UK 44 (1997-06)
How we know
It’s a breathtaking achievement. … There is more in Dungeon Keeper than any game I have ever played.
review by James Flynn, pp. 70–73, closing paragraphs · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Charlie Brooker's PC Zone review in August 1997 called it a masterpiece of game design, and listed its first-person sections first among its drawbacks, "more functional than they are exciting".MagazinePC Zone 53 (1997-08)
How we know
To describe it as a masterpiece of game design is no exaggeration.
review by Charlie Brooker, p. 74 · archived copy ↗ 1. The first-person sections - these are more functional than they are exciting.
review by Charlie Brooker, "Dungeon Keeper's drawbacks in full" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Computer and Video Games' July 1997 review opened by calling it "the very zenith of gaming brilliance".MagazineCVG 188 (1997-07)
How we know
Dungeon Keeper is finally finished! And the result is the very zenith of gaming brilliance!
Dungeon Keeper review, opening · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^At the Academy of Interactive Arts & Sciences' first Interactive Achievement Awards, in 1998, it won Computer Role Playing Game of the Year and was nominated for Outstanding Achievement in Interactive Design.PublisherAIAS, 1998 awards
How we know
Awards Won:Computer Role Playing Game of the Year Nominated:Outstanding Achievement in Interactive Design
game entry: Dungeon Keeper · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^The manual says the Imps a level starts with do all the digging and upkeep of the dungeon. The player marks tiles of earth with the mouse, and the Imps go to each marked tile they can reach and dig it out.ManualDungeon Keeper manual (1997)
How we know
You start every level with a small number of Imps. These creatures are unique in their abilities and are very valuable as they perform all the digging and maintenance of your Dungeon.
p. 24, 11.3 "Your Imps" · archived copy ↗ Click on the tile of earth and it becomes marked by some yellow stripes. … Your Imps now go to the selected piece of earth (as long as they can reach it) and start to dig at the wall with their picks.
p. 25, 12.1 "Digging" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^The manual says Imps aren't attracted to the dungeon like other creatures; more come only from the Create Imp spell.ManualDungeon Keeper manual (1997)
How we know
The Imp is a special creature as it doesn ’t need to be attracted to your Dungeon and you can only get more through the Create Imp spell.
p. 53, 24.1 "Imp" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^In the manual, ground the Imps dig out can't be built on until they have tiled it, which claims it. Once all the bare earth is claimed, they start to reinforce the walls, which takes a long time; a finished wall can't be tunnelled through by heroes or enemy Keepers without a Destroy Walls spell.ManualDungeon Keeper manual (1997)revised
How we know
However, you aren’t able to build on this land yet, as it’s not owned by you. Once your Imps have finished digging out new land, they lay down some tiles. Once this has been done it means that you 've claimed the land and can build on it. … When all the bare earth has been claimed, the Imps start to reinforce the walls. This takes quite a bit of time but is very useful because, once completed, heroes and enemy Keepers are unable to tunnel into your Dungeon without a Destroy Walls spell.
p. 25, 12.1 "Digging" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^In the manual, veins of gold are marked for digging like earth, and the Imps carry the gold they dig to a Treasure Room. Without one, the gold stays on the ground and doesn't count toward the dungeon's wealth.ManualDungeon Keeper manual (1997)
How we know
Dig these out (by tagging them in the same way as normal earth) and your Imps haul the gold to a Treasure Room. If there is no Treasure Room available, the gold is simply left on the ground and isn ’t included in the wealth of your dungeon
p. 26, 12.2 "Gold" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^In the manual, creatures enter the dungeon only through a Portal the player has tunnelled to, and more Portals attract more creatures.ManualDungeon Keeper manual (1997)
How we know
you need to find a Portal on the map and tunnel towards it. Without one, no creatures can enter your Dungeon. The more Portals you have, the more creatures you attract
p. 28, 14.0 "Continuing Your Dungeon" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^The manual says which rooms attract which creatures, and how big a room must be to attract each: a Library of 9 tiles attracts Warlocks, and a Treasure Room of 25 tiles attracts Dragons if there is also a Lair.ManualDungeon Keeper manual (1997)
How we know
Different rooms attract certain creatures, so how you design the Dungeon directly affects the type of creatures who join your fight against the common good.
p. 6, 1.0 "Introduction" · archived copy ↗ Listed are the creatures which are attracted when you build a room of a particular type, plus the size of the room required to attract a specific species of creature.
p. 31, 17.0 "Individual Rooms" · archived copy ↗ Creature attracted: Dragon (also needs Lair) and Demonspawn (also needs Training Room). The minimum size it has to be to attract that creature: 25 tiles.
p. 31, 17.1 "Treasure Room" · archived copy ↗ Creature attracted: Warlock. The minimum size it has to be to attract that creature: 9 tiles.
p. 32, 17.4 "Library" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^The manual says creatures kept fed, housed and paid can be trained in combat, and gold is the only thing they are interested in. Without a Lair to rest in they become unhappy and leave.ManualDungeon Keeper manual (1997)revised
How we know
You also have to attract an army of evil creatures to do your bidding and, if you keep them fed, housed and paid, you can train them in combat … You also need to dig for gold as this is the only thing that the creatures are interested in
p. 6, 1.0 "Introduction" · archived copy ↗ Without one, your creatures aren’t able to rest and make a home. They soon become unhappy and leave.
p. 27, 13.2 "Building a Lair" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^Peter Molyneux said in June 1997 that because every part of the map can be dug, the creatures' route-finding mixes the two methods he said every other game uses, "wall hogging" (as the OCR prints it) and "the signpost method", and that the navigation code was the largest piece of code in the game.InterviewPC Gamer UK 44, Molyneux interview (1997)revised
How we know
Every single other game in existence either uses the wall hogging or uses the signpost method. … Every polygon in the game is alterable. If you want to dig this or that area open, then you can, and that will destroy all the pre-set variables. So we use a combination of the two methods to get what we want. The navigation code is actually by far the largest piece of code in the game.
p. 74 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^Molyneux said in June 1997 that a couple of weeks earlier he had changed the Imps' priority from collecting gold to collecting bodies, the game "fell apart", and he settled on a 50/50 balance.InterviewPC Gamer UK 44, Molyneux interview (1997)
How we know
A couple of weeks ago I changed the imps’ priority from collecting gold to bodies, and the entire thing fell apart. I played around for a while and finally settled on a 50/50 balance
p. 74 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^The manual's Possess Creature spell, available from level 1, puts the player behind the eyes of one creature, moved with the cursor keys and aimed with the mouse. A possessed creature can do anything it normally would: an Imp can dig tunnels and take over enemy rooms.ManualDungeon Keeper manual (1997)
How we know
It allows you to enter a creature’s mind and control it directly. You have access to this spell from level 1. … You zoom in on the creature and the screen changes so you’re looking at the Dungeon through the creature’s eyes. While in Possession of a creature, you can perform any task that it would do normally. You can dig out tunnels and take over enemy rooms with an Imp.
p. 63, 27.0 "Possessing Creatures" · archived copy ↗ To move the creature forward, backward and to the side, use the cursor keys. … To move the creature’s head from side to side and up and down, use the mouse.
p. 63, 27.1.1 "Controls" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Persson wrote in October 2011 that he started on Minecraft in the summer of 2009 with a top-down isometric mining game pitched as "Dwarf Fortress meets Rollercoaster Tycoon meets Dungeon Keeper", then played Infiniminer, saw that a first-person view with blocky graphics worked well, and began prototyping that.Dev blogNotch, "Happy birthday, us!", 16 October 2011
How we know
I started working on Minecraft in the summer of 2009, starting with a top-down isometric mining game. The elevator pitch for the game was “Dwarf Fortress meets Rollercoaster Tycoon meets Dungeon Keeper”. … but then I played a game called Infiniminer and realized the first person perspective with blocky graphics worked really well and started prototyping it.
second paragraph · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Persson wrote in 2009 that he tried a first-person view for following RubyDung's minions, "kinda like in Dungeon Keeper", and left it out because the graphics got pixellated and distorted.Dev blogNotch, "The origins of Minecraft", 30 October 2009revised
How we know
I started thinking about adding a first person view for following your minions around, kinda like in Dungeon Keeper. It worked ok, but the graphics got very pixellated and distorted, so I left it out.
The origins of Minecraft · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^In December 2012 Subterranean Games released a demo of War for the Overworld, with digging, claiming tiles, placing rooms, and possessing Imps, as a step toward "a true spiritual successor to Dungeon Keeper".Dev blogWar for the Overworld, update 11
How we know
This new demo showcases the base building blocks for designing a dungeon including: digging and fortifying walls, claiming tiles and placing basic rooms. Underlords can summon, or even possess, Blood Imps … This takes us one step closer to showcasing what our team can accomplish, especially in a very short time, to bring you a true spiritual successor to Dungeon Keeper.
Update · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
Sources
Primary
- Productions, Bullfrog. 1997. “Dungeon Keeper manual.” Electronic Arts. original · archived · licence, all uses
- Brooker, Charlie and Peter Molyneux. 1997. “Oi! ...Molyneux!” PC Zone, issue 54 (September 1997), pp. 36–38. Dennis Publishing. original · archived · licence, all uses
- plc, Future and Peter Molyneux. 1997. “Welcome to the House of Molyneux.” PC Gamer UK, issue 44 (June 1997), pp. 74–75. Future plc. original · archived · licence, all uses
- Sciences, Academy of Interactive Arts &. 1998. “1998 Interactive Achievement Awards.” Academy of Interactive Arts & Sciences. original · archived · licence, all uses
- Persson, Markus. 2011. “Happy birthday, us!” The Word of Notch (Tumblr). original · archived · licence, all uses
- Persson, Markus. 2009. “The origins of Minecraft.” The Word of Notch (Tumblr). original · archived · licence, all uses
- Games, Subterranean. 2012. “Update #11: Kickstarter Demo Release, New Video.” War for the Overworld (Subterranean Games). original · archived · licence, all uses
Secondary
- Lee, Helen. 1997. “Dungeon Keeper Ships.” GameSpot. original · archived · licence, all uses
- plc, Future. 1997. “Edge, issue 46 (June 1997).” Edge, issue 46. Future plc. original · archived · licence, all uses
- Publishing, Dennis. 1997. “PC Zone, issue 53 (August 1997).” PC Zone, issue 53. Dennis Publishing. original · archived · licence, all uses
- plc, Future. 1997. “PC Gamer UK, issue 47 (September 1997).” PC Gamer UK, issue 47. Future plc. original · archived · licence, all uses
- plc, Future. 1997. “PC Gamer UK, issue 44 (June 1997).” PC Gamer UK, issue 44. Future plc. original · archived · licence, all uses
- Images, EMAP. 1997. “Computer and Video Games, issue 188 (July 1997).” Computer and Video Games, issue 188. EMAP Images. original · archived · licence, all uses