Not a new game and I'm sure it's been mentioned back when it came out a year ago, but I just recently started playing it again and figured we can have a little thread about it.
http://store.steampowered.com/app/98800/
For those not aware of it, Dungeons of Dredmor can be best described as "babby's first Roguelike." It's an entry in the Roguelike genre - completely randomized dungeons with a difficulty that's more like a sheer cliff face than a curve, and (optional, in Dredmor's case) permanent character death - but one that's geared for being more accessible than other examples like Nethack.
For one, Dredmor has a graphical interface instead of the bland ASCII common to the Roguelike genre. Second, it's far more accessible, being much easier (even on hardest settings) than other Roguelikes. And it's also pretty damn funny; it's a game that leans on and frequently paints the fourth wall and engages in almost constant lampshade hanging. It has a relatively deep stat system (though not ideally designed from my standpoint) and randomized loot combined with the graphical interface will make it something fans of Diablo games might be able to get into.
It has three expansions out, one of which is free. The game itself and its expansions are dirt cheap and you can have everything for $10, and probably half of that if you wait a month and snap it up during the upcoming Steam holiday sale. But come on, man - it's $10, not $60. Realm of the Diggle Gods adds an extra five dungeon floors to explore, while the Wizardlands expansion gives you more areas to explore and a new "encrusting" crafting option; both expansions add more monsters, more items, more skills, and more room types.
At any rate, I started again playing a fighter, with spears and warlockery being the driving skills I picked up. With the armor and shields skills, I have a very high block stat, and every time I block a skill in the warlockery tree causes me to perform a Puissant Touch (basically a mage's answer to a melee attack) in retaliation, which is in turn boosted by a self-buff I can activate. Leyline skills give me some extra mana and mana recovery options to help sustain that buff though since armor tends to harm wizard stats, I still recover most of my mana through heavy drinking. Smithing and alchemy round out my skill selection, giving me access to a wide variety of potions, grenades, encrustings, and ensuring I'm not reliant on random chance to get equipment.
Just started the 7th floor and at this point not much I encounter is much of a threat. Monster zoos largely consist of me just popping a Manacalypse (300+ turn cooldown world-ending AOE nuke at the end of the Warlockery tree that basically means you don't get to use spells for a long time) and then wading right in to mop up whatever's left. I died several times in previous playthroughs by using the portal system and new magic portals to visit the new wizardlands areas, so I think this time I'm just going to be patient and basically beat the game before going back to them and exploring them - after probably six hours into this character, it'd be pretty frustrating to die to monsters I'm not properly equipped to be facing yet.