
A mini citybuilding roguelike. Place buildings, stack combos, and master deep strategy in short bursts to create a tiny thriving metropolis!
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best AU #50, worst UK #99 · 9 markets collected
US · last 30 days
About
Combolands is a tiny roguelike citybuilder offering deep strategy in a bite-sized package! Grow your own mini metropolis: place buildings, unlock powerful synergies, and trigger cascading combos. With 21 possible guild combinations, Combolands offers strategic depth and a 'number-go-up' rush in satisfying 30 minute bursts.
Unlock new guilds as you play, each with unique identities, strengths and drawbacks. Every run will see you picking 2 different guilds to play with. You'll start with a brand-new, procedural map, and grow a tiny hamlet into a thriving city.
Break the game, refine your strategy, and build a city for the ages!
Satisfying roguelike blend of deckbuilder and citybuilder mechanics
A pantheon of 7 guilds with unique buildings and playstyles - pick 2 every run
Procedurally generated islands
120+ buildings to construct your town
100+ passive heirlooms to further enhance your build
Upgrades to manipulate your buildings' behaviour, and potions to manipulate the map
Recruit from 13+ city councillors, each with their own progressions and abilities
Work your way up 10 increasingly challenging ranks
Genres
Engagement
Reviews
Themes across 868 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
11/10 very nice take on the casual roguelite citybuilder
Cosy game, needs more "late game" content - nice for in-between.
the game is so good I acedentaly speedruned it, its very fun and has a lot A LOT of content and if a single guild comes one there will be 7 new guild combinations so adding wouldnt be hard for the devs. also the art style is pretty nice and the sound design is awesome
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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**languages with full audio support
Hours played at review time, across 870 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game has lots of potential. The only problem is that most combos won't synergize well, force you into one playstyle which usually means hamstringing one of the elements. The council member challenges also seem a bit horseshoed in with many of them not having challenges that represent the mixture of branches they're supposed to represent. With Balatro, everything chained together/synergized effortlessly. In comparison to dotage, there's more choice/consequence of choice you have to make but the payoff isn't really just there yet. 4/5 for now.
If you like Balatro and Dorfromantik, this game is definitely for you
Agree that this is like a Balatro/StS/The King is watching-style citybuilder. Lots of fun. Played 3 runs - lost on the first two, then had some pretty good synergies going on my 3rd and won. Pick 2 factions at a time to 'combine' their strengths, and level up across runs, like Monster train. Pick councillors as passives that can help you across runs (similar to the King is watching). Unlock new cards/heirlooms between runs like Slay the Spire. Lots of cool things they've popped into this game that keeps it fresh and fun.
Decent little timewaster.
It starts off slow, but it gets really interesting when Guilds are introduced. Addictive gameplay.
Its definitely a fun and interesting blend of city layout and score chasing, and worth the price but its a very marginal thumbs up for me. I kind of hit a wall with the game, losing interest to play and I think it boils down to a few things: - The difficulty system of debuffs on the cards is lame. Just remove it and crank the score targets more. It doesn't lead to any interesting decisions, it either knocks a card out of consideration or the debuff doesn't matter in which case it is meaningless. - It is a too luck based whether you can set up an actual combo engine, which is needed on highest score targets. Usually there are a few specific buildings that are key to the engine and if they don't show up in time you are just relying on basic scoring and fizzle out. So each turn feels like top decking rather than making an interesting choice between 3 options. - The synergies between guilds can be quite strong which lets you snowball but makes the game too easy, or it can be lacking where you end up with two seperate areas for each guild getting in each others way which is less fun and much more difficult. That said there are some great moments of finding a really strong combo like making a trigger on transform building wild and surrounding it with plots, or getting that one game changing blueprint from a third guild.
最近玩过的最好玩的游戏,你会期待每次打完解锁的内容,期待触发物品相互组合产生的联动效果。
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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