
Abomi Nation is a roguelike monster-taming RPG. Every playthrough will create a new version of Abomi Nation and provide a unique world with different Abomis for you to find. Explore your universe, watch your Abomis bond, and battle it out as your adventure unfolds in a way totally unique to you!
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Fine, I'll admit it, I cheated on my playthrough of this, after the first two deaths of my party I would restart the game mid-battle whenever someone died to a super effective attack. I did not beat the game legitimately and I am a fraud.
不好玩,画面粗糙,玩法无趣而且还很看运气。
If you can't choose your team, and you can't grind levels for bosses, then you don't really get much agency when it comes to having a successful run or not. The game's systems make it clear what the optimal move is in just about every scenario, yet even following the optimal path can lead to failure because of questionable design decisions. I'd prefer more skill-based gameplay. The game seemed promising for a while but quickly became frustrating because runs are more or less down to luck.
値段考えると妥当かな、と。 ゲーム性としてはポ〇モンみたいな感じで基本1vs1での戦い。ただし戦場に3匹、更に控え3匹の最大6匹でのパーティ。この戦場に3匹という仕様が敵にとって都合が良く、瀕死になって後ろのメンバーと入れ替えた後に後列攻撃や全体攻撃でやられることもしばしば。そしてこちらが全体攻撃するよりも単騎撃破した方が被害が少ないのでこの仕様がただ単に不利でしかないと言う。 属性の相性が良ければ一撃で沈められることもあり爽快な反面、相性が悪いとこちらが一撃で沈み、パーマデスをオンにしているとロストします。オフにすればロストしないものの最終獲得ポイントが半分になるので初回だけオフでやってみて2周目からはオンにするのが良いかと。ちなみにパーマデスオンにしていても戦闘中に強制終了すれば戦闘開始前の状態から始まるので絶対にロストさせたくないアボミがロストした場合は再起動することで解決します。 マップはランのたびに変わるもののシナリオは1つなので数周すると飽きると思います。そしてクリアするとそのデータは削除され、全員死亡扱いとなり特定のイベントで他者プレイヤーが呼び出せるように。理由は分かるもののデータ強制削除しなくても……と凄く思いました。最終データ確認できなくなっちゃうので。あとラスボスがいるエリアに入ると再起動してもエリアチェンジ後からスタートになりやり直しが効かず、やり残しがあってもラスボス戦に突入してしまうのと事前に警告も何もないのでこれが凄く不親切。この辺が改善されれば……と言ったところ。 一番の不満点はタイトル画面になるたびに調整した解像度が初期化され、しかも毎回変な位置に来るのが凄く煩わしい。ゲーム内設定としても解像度変更の項目が欲しいところ。 ちなみにスタート時にラン内容の設定をカスタムすることもでき、内容によっては本来仲間にできないぶっ壊れ性能のラスボスなんかを仲間にできたり…………え、これバグじゃないよね???? トロコンまで何周もすることになるので飽き始めたら色々弄ってみると良いです。 ただし初期レベルを弄るとこっちはレベル1なのに敵がレベル5のままで異様に強い状態で始まったり、レベル20にしようものならこちらが1匹なのに対し同レベルの敵が3匹出てくるとかわけの分からないレベルで高難易度になります。調整の仕方がそうじゃないんだよなぁ…………
Game is good
Abomi Nation is a thoughtfully designed indie RPG developed by Orange Pylon Games and published by DANGEN Entertainment that reinterprets the familiar creature-collecting formula through the lens of roguelike structure and high-stakes decision-making. Rather than offering a fixed world and permanent party growth, the game places players on a mysterious island that is regenerated with each run, ensuring that no two journeys unfold in exactly the same way. This approach immediately sets the tone for an experience focused on adaptability, experimentation, and learning from failure, where success depends less on grinding and more on understanding systems and making informed tactical choices. At the heart of the experience is the recruitment and management of creatures known as Abomis. These creatures come in a variety of elemental types, each with strengths and weaknesses that interact in intuitive but meaningful ways. Battles are primarily one-on-one, which gives each encounter a focused, almost duel-like quality, forcing players to carefully consider matchups rather than relying on overwhelming numbers. Team composition becomes a strategic puzzle of its own, as Abomis not currently in combat can still influence the outcome through passive effects or tactical positioning. This layered approach adds depth without overwhelming complexity, rewarding players who think ahead and understand how their roster functions as a cohesive unit. Combat in Abomi Nation emphasizes clarity and consequence. Turn-based encounters are quick to resolve, but the stakes are high, especially under the game’s default permadeath rules. When an Abomi is defeated, it is permanently lost, a design choice that dramatically alters how players approach risk. Every battle carries weight, encouraging cautious exploration and thoughtful engagement rather than reckless progression. This system evokes the tension of “Nuzlocke” challenges familiar to fans of monster-taming games, but it is integrated directly into the game’s core design rather than existing as a self-imposed rule set. For players who prefer a less punishing experience, customizable difficulty options allow permadeath and other mechanics to be adjusted, making the game flexible without compromising its intended challenge. Exploration ties these systems together by presenting a compact but procedurally generated island filled with encounters, towns, and branching paths. Each run reshuffles the layout, available Abomis, and enemy placements, encouraging players to adapt rather than memorize optimal routes. While the environments themselves remain relatively simple, the changing combinations of encounters and rewards keep progression engaging. Decisions about where to travel, which battles to fight, and when to retreat all feed into the broader strategy, reinforcing the game’s focus on meaningful choice over sheer scale. Visually, Abomi Nation adopts a clean, cartoon-inspired style that emphasizes charm and readability. The Abomis themselves are expressive and memorable, often blending cute and quirky design elements that make players quickly grow attached to them — an attachment that, in turn, makes permadeath more impactful. Environments and interfaces are functional and uncluttered, ensuring that information is easy to parse during combat and exploration. While the presentation is modest and avoids technical extravagance, it suits the game’s systems-driven nature and keeps attention focused on strategy and progression rather than visual spectacle. Narrative elements play a supporting role rather than dominating the experience. Story beats and bits of lore provide context for the island and the recurring cycle of conflict that unfolds with each run, but the game avoids heavy exposition. Instead, the emotional core emerges organically through play, particularly through the loss and growth of Abomis over time. The repeated structure of the roguelike format subtly reinforces themes of persistence and renewal, as each failed attempt becomes a lesson carried forward into the next journey. Overall, Abomi Nation stands out as a smart fusion of monster-collecting RPG conventions and roguelike philosophy. Its strength lies in how it transforms familiar mechanics into something more tense and strategic, where every decision matters and every success feels earned. While players seeking a narrative-heavy or visually lavish experience may find it understated, those who enjoy tactical depth, replayability, and high-stakes progression will discover a rewarding and thoughtfully balanced game. It is an experience that challenges players not through complexity for its own sake, but through consistent, meaningful pressure that encourages mastery over time. Rating: 7/10
It's a pretty good monster-collecting roguelike. It has a lot monsters (but not too much) and plenty of items that can boost them. The only downside is that it can get monotonous quickly. A run of this game lasts 3+ hours and that's with animations turned off.
Rouge-like monster tamer games are what I feel like is a bit rare but this game has some decent charm that makes it interesting enough. Its gameplay has similarities to tried and true nuzlocke runs as even though you can build up a solid team of what you have been given, its only a matter of time before one bad hit screws you over and the permadeath mechanic kicks in (at the very least you don't have to worry about group level grinding). In other words, it has a good amount of difficulty that really makes you think about your strategy, especially with whatever hand you're given throughout the run. It has a good amount of charm with both the biomes and creature design, with a lot of replay value and customization. The only issue is that the game feels kind of slow but other than that its good for what it is.
Not good at all. Sorry.
It's okay
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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