FAIRY TAIL: DUNGEONS Review

“There’s no job they won’t handle”
I’m not a super Fairy Tail fan but I won’t deny I do enjoy the franchise. I’ve seen most of the anime, played the RPGs that released by developer KOEI TECMO, and I’ve dabbled in the manga. It helps I’m a fan of Hiro Mashima (Rave Master, Eden Zero) art style and characters. With how robust and unique Fairy Tail is, it’s a franchise that could be any genre and somehow make sense.
That’s when we here at SunsetNerdVerse were given a review copy for a roguelike dungeon/card game that utilized the Fairy Tail name…I wasn’t too surprised. FAIRY TAIL: DUNGEONS, developed by ginolabo (SOULVARS) and published by Kodansha, could have been just another game to milk the franchise, but after putting several hours into it, I realized ginolabo and Kodansha might be cooking with this roguelike.
Will you want to enter the strange dungeon and see our heroes in a new light though? I’m about to tell you in our obvious review of FAIRY TAIL: DUNGEONS for the Nintendo Switch!
Gameplay

FAIRY TAIL: DUNGEONS isn’t a turn based RPG or action game like some of the past titles the franchise has crafted. Instead, FAIRY TAIL: DUNGEONS is a roguelike—don’t leave it gets better—with card based turn based gameplay. Yeah, those words together won’t make everyone immediately download FAIRY TAIL: DUNGEONS but let me say that for the most part, these gameplay formulas work.
First, let’s discuss what FAIRY TAIL: DUNGEONS is all about. Players join Natsu and Happy who have discovered a strange door that then leads to an even stranger portal that they get pulled into. There, a monster attacks but Natsu discovers he has lost his powers. A cat-like being saves them and introduces himself as Labi. From here, the duo discover Labi is looking for someone and was hoping to find the Fairy Tail to help him on his mission. Natsu quickly agrees which throws you into this roguelike adventure.
On paper, FAIRY TAIL: DUNGEONS seems very to the point. You go through dungeons that are randomized, use cards in combat, and death doesn’t mean failure, just having to redo a dungeon. However, I promise you after you read further, it will show how simple but oddly effective this game is.
Let’s start with the core gameplay. Choose a character—Natsu is the only one available but as you clear dungeons you’ll gain more characters like Lucy, Gray, Erza and so on—and then choose a dungeon. From here, you are placed on a grid-based map where you can choose one spot and move to it. Spots either have random events, items and/or battles on them. When the number on Labi’s lantern hits 0 a boss will appear, but before I talk about that we do need to talk about combat.
When you do fight enemies in FAIRY TAIL: DUNGEONS you will be using cards that echo the character’s abilities. Natsu being a fire-based Mage uses fire themed punches and kicks while Gray, who is ice based, creates ice weapons and shields. These cards appear in your hand as four choices—you can re-roll at the cost of some health—and can be used in conjunction with how much MP you have.
Cards in FAIRY TAIL: DUNGEONS can also be upgraded to increase special powers—thus the roguelike—and can even be combined together to make even deadlier moves. Surprisingly, every character has a vast amount of ways to change their cards to really create some strategic moves. Add to this when you can use more than just one character in battle and you can create some powerful teams.
The roguelike elements come in several flavors. Dungeon grids are always randomized, enemies change between runs, and cards are often gained randomly unless purchased. When you complete a dungeon, you gain a tome that saves your cards for a specific character and can be reused in future runs. This is a big deal.
Where the game falls short is the dungeon design. The grid system means most dungeons are literally just pick a spot and watch the result unfold. No real exploration, just selection. That’s a letdown considering how deep the card-based combat is.
Graphics

As a fan of sprite art, I really enjoyed FAIRY TAIL: DUNGEONS. Despite characters being shrunk and simplified, they still look great. Enemies pay homage to the series and look solid as well.
Where FAIRY TAIL: DUNGEONS fails visually is in the backgrounds. Dungeon grids and battle arenas are bland and repetitive. Characters unleash vibrant attacks, then get thrown back onto dull backdrops. That contrast is disappointing.
Sound
Sound wise, this is where I’m disappointed. There’s no voice acting, which I understand, but the music is extremely repetitive. I often muted my Switch and played Fairy Tail music from the anime instead. The music isn’t bad, it’s just overused.
Story

There is a story here and it feels like an elongated episode of the series. It fits the world but is very convenient and simple. Don’t expect anything deep or next level.
Overall Impression
FAIRY TAIL: DUNGEONS is the definition of a simple roguelike but it works and is quite fun. The card-based combat carries the experience, even if other areas feel underdeveloped.
Pros
- Stylish sprite designs that capture the series
- Deep card-based mechanics with good strategy
- Lots of Fairy Tail references
Cons
- Lack of music variety and no voice acting
- Dungeon designs are repetitive
- Not much to do outside of combat
Overall Score
7.0
Conclusion

FAIRY TAIL: DUNGEONS is a fun game and isn’t overly long but I feel it could have been even better. Had there just been a bit more in every category—aside from the card-based combat— FAIRY TAIL: DUNGEONS would have been an easy 8.5 maybe higher. Still, FAIRY TAIL: DUNGEONS is an easy game to recommend as it isn’t overly expensive—at the moment it’s only $8.39 on Steam but usually $14—and doesn’t overstay its welcome. I think FAIRY TAIL: DUNGEONS is more geared to super fans of the franchise but even newcomers can enter without needing much understanding of the lore to just enjoy this simple but fun roguelike game.
—Aaron