Dungeon Shop: Isekai Keeper
ダンジョン商店|異世界で始める店経営RPG
Not in any tracked top chart right now.
Updated 21 Oct 2026 · rankings refresh through the day
Developermasimaro
CategoryGames
Price30.00 TWD
Released
Rating★ 0.0 (0)
Version1.0.2
Age rating12+
First seen by us
7 Oct 2026
Rating
0.0 ★
0 ratings
Measured
Dungeon Shop: Isekai Keeper at a glance
AI summary written from our chart and store data. It can be wrong: check the numbers above.
Idle RPG Voxel Fantasy medium sessions Premium
#shop management #automation #dungeon crawler #resource gathering #crafting #single player
Dungeon Shop: Isekai Keeper on the App Store
App details
App ID
6800700930
Publisher
MASAAKI NISHIKAWA
On the store since
Aug 2026
Under a year
Minimum OS
iOS 15.0+
iPhone 6s and later
Devices
iPhone · iPad
Universal purchase
Content rating
12+
2 content notes below
Languages
2
EN JA
Size
7 MB
Also listed in
Role-Playing, Simulation
Content notesInfrequent/Mild Cartoon or Fantasy ViolenceInfrequent/Mild Alcohol, Tobacco, or Drug Use or References
Where Dungeon Shop: Isekai Keeper's downloads come from Modelled
Last 30 days: organic search, browsing the store, features and paid ads.
Where it ranks now
Every top chart it appears in across 30 countries.
| Country | Charts | Rank |
|---|---|---|
| Not charting right now. | ||
Ratings
App Store, worldwide.
Rating
0.0 ★
0 ratings
Measured
Ratings
0
Measured
About Dungeon Shop: Isekai Keeper
You woke up at the edge of a labyrinth.
You cannot swing a sword. You know no magic.
But you do know how to run a shop.
So you open one. Right here.
BE THE MERCHANT, NOT THE HERO
Dungeon Shop is a voxel-art shop management RPG. You take the counter at the mouth
of a labyrinth and grow a single street stall into the Grand Dungeon Company.
You never fight. The adventurers holding the blades you sold them do that for you.
THE LOOP
1. GATHER
Hire explorers and they walk off on their own, to the meadow, to the mine.
Better tools, heavier packs.
2. CRAFT
Your clerks turn what comes back into potions and steel at the workbench.
Healing potions, steel longswords, crystal staves, dragontooth greatswords.
Every recipe has an automation switch, so the shop keeps running unattended.
3. SERVE
Adventurers come through the door, browse the shelves, pick something, and queue.
With no clerk free, they tire of waiting and leave, and your fame drops with them.
4. BUY BACK
Delvers return with things they found and offer them to you.
Buy low and resell high. Turn them away and your name suffers a little.
5. EXPAND
More shelves. More staff. A bigger floor.
Street Stall, Little Shop, Roadside Trading Post, Labyrinth Emporium,
Grand Dungeon Company. Every upgrade physically pushes the walls outward.
THE LABYRINTH GOES ON PAST YOUR DOOR
A corridor runs north from the shop, and rooms wait along it.
- Meadow and Mine: where your explorers work
- Underground Lake: sealed by boulders until you forge a steel pickaxe
- Library: locked, and the key lies somewhere in the monster den
- Summoning Chamber: research far enough and you can call a hero from another world
- Monster Den: where customers try out what they bought
- The Deep Den: past the stone gatekeeper
- The Demon Lord's Hall: the end of it all
Rooms you have not opened are buried in solid rock. You cannot even peek inside.
What cuts the way through is always something you sold.
YOUR STOCK IS THE WEAPON
The gatekeeper falls to a Giantslayer Maul.
The twin-headed beast regrows any head taken alone. It needs the Twin Fang Daggers,
sold as a matched pair.
And the Demon Lord heals faster than an ordinary blade can cut. That takes the
Holy Sword Aurora.
Stock the wrong things and nobody gets any deeper.
Slay the Lord and an ending rolls, along with an enormous guild reward.
Days later it returns to the throne, stronger.
THE SMALL THINGS THAT MAKE A SHOP
TAVERN: Cave fruit turns up in the meadow now and then. Brew it into ale, open a
tavern, and adventurers settle in after shopping. Every round they order pays.
RELIC CODEX: Nine relics, one of each in all the world. They cannot be shelved as
goods, but owning them raises your standing. Wealthy collectors occasionally come to
buy, and about a third of them are swindlers. Read the figure carefully, or watch a
priceless piece walk out for pocket change.
ROYAL COMMISSIONS: Requests from the castle, with no deadline. Materials, goods,
or a body count. Deliver whene
You cannot swing a sword. You know no magic.
But you do know how to run a shop.
So you open one. Right here.
BE THE MERCHANT, NOT THE HERO
Dungeon Shop is a voxel-art shop management RPG. You take the counter at the mouth
of a labyrinth and grow a single street stall into the Grand Dungeon Company.
You never fight. The adventurers holding the blades you sold them do that for you.
THE LOOP
1. GATHER
Hire explorers and they walk off on their own, to the meadow, to the mine.
Better tools, heavier packs.
2. CRAFT
Your clerks turn what comes back into potions and steel at the workbench.
Healing potions, steel longswords, crystal staves, dragontooth greatswords.
Every recipe has an automation switch, so the shop keeps running unattended.
3. SERVE
Adventurers come through the door, browse the shelves, pick something, and queue.
With no clerk free, they tire of waiting and leave, and your fame drops with them.
4. BUY BACK
Delvers return with things they found and offer them to you.
Buy low and resell high. Turn them away and your name suffers a little.
5. EXPAND
More shelves. More staff. A bigger floor.
Street Stall, Little Shop, Roadside Trading Post, Labyrinth Emporium,
Grand Dungeon Company. Every upgrade physically pushes the walls outward.
THE LABYRINTH GOES ON PAST YOUR DOOR
A corridor runs north from the shop, and rooms wait along it.
- Meadow and Mine: where your explorers work
- Underground Lake: sealed by boulders until you forge a steel pickaxe
- Library: locked, and the key lies somewhere in the monster den
- Summoning Chamber: research far enough and you can call a hero from another world
- Monster Den: where customers try out what they bought
- The Deep Den: past the stone gatekeeper
- The Demon Lord's Hall: the end of it all
Rooms you have not opened are buried in solid rock. You cannot even peek inside.
What cuts the way through is always something you sold.
YOUR STOCK IS THE WEAPON
The gatekeeper falls to a Giantslayer Maul.
The twin-headed beast regrows any head taken alone. It needs the Twin Fang Daggers,
sold as a matched pair.
And the Demon Lord heals faster than an ordinary blade can cut. That takes the
Holy Sword Aurora.
Stock the wrong things and nobody gets any deeper.
Slay the Lord and an ending rolls, along with an enormous guild reward.
Days later it returns to the throne, stronger.
THE SMALL THINGS THAT MAKE A SHOP
TAVERN: Cave fruit turns up in the meadow now and then. Brew it into ale, open a
tavern, and adventurers settle in after shopping. Every round they order pays.
RELIC CODEX: Nine relics, one of each in all the world. They cannot be shelved as
goods, but owning them raises your standing. Wealthy collectors occasionally come to
buy, and about a third of them are swindlers. Read the figure carefully, or watch a
priceless piece walk out for pocket change.
ROYAL COMMISSIONS: Requests from the castle, with no deadline. Materials, goods,
or a body count. Deliver whene
Latest updates
1.0.2
Balance adjustments and design renewal of icons and other elements.
More natural options, depending on the context (e.g. patch notes):
- Balance adjustments and icon/design refresh
- Balance tweaks, icon redesigns, and other visual updates
- Balance adjustments and a design overhaul of icons and related UI elements