
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 894 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The combination of rouge-like and city builder was blended excellently, took me about 38 hours to 100% the game and I imagine you could rush it faster but I enjoyed trying everything out at my own pace. Between the unlocks, challenges and finding all the combos I was very satisfied with my time spent. My only criticism is that the Farm and Crops feel to reliant on removal archetypes and you usually have to set up something to win while you try to get them to work. A dedicated repeatable mechanic within the faction to make it feel worth trying would be nice. Hopefully we get new factions in a DLC (Fingers Crossed) but until then ill be happy to stop by every once in a while to try out something new.
Cut from the same cloth as games like "Balatro". You start with a set of cards - buildings in this case, instead of playing cards - and place them down on a map. Points are scored by their effects; some buildings simply get points for nearby other things (Such as a berry gatherer near berry bushes) while, more importantly, other buildings generate more esoteric resources - some generate nearby features (such as a forester making forests) or interact with other nearby buildings in specific ways (such as a well making "Crop" type buildings grow faster, or a Granary resetting crops so they can grow again.) Then you start thinking of ways to make your buildings interact with each other; some buildings trigger other types of buildings, which might not naturally trigger at all, or only trigger under specific circumstances. These buildings can have knock-on effects that collide with other buildings, which all start a massive combo to score massive points. For example, a building can make a rock appear every few turns - then a building can remove this rock for points. But another building will detect that something has been removed nearby, and its effect is to trigger a nearby building - which triggers a building that scores based on how many nearby empty tiles there are AND generates a pile of manure... which, is promptly removed by another nearby building, which buffs all nearby farms with a multiplier. But... you just removed a building, didnt you? So theres that building that triggers when something nearby is removed.... When a good run gets going, the steadily accelerating "Ping... Ping.... Ping... Ping, Ping, Ping, Ping PingPingPingPing PINGPINGPINGPING" sound effect and hundreds of your tiny pixel houses firing off all at once is immensley satifying. I dont think its quite as balanced or well thought out as Balatro is - but Balatro is a once in a century kind of game. This scratches the same itch.
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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 896 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very good but very easy; 100%ed without ever coming close to losing a run, still satisfying to figure out how to break the game in two each time though
Very fun, very satisfying. WIsh it was longer, or had more to do.
A neat concept on it's own. Like most roguelikes, the appearance of the perfect items early on can make make a 10x impact on your score, so some general experience and awareness of which items are in play is helpful. The game does this *really well* by trickling out release of the items as you play games. The pick-two factions mechanic adds another dimension of replayability. This game stands next to FTL and Into the Breach, both other great games.
Can't believe I already have 12 hours
ts gas
Goated
Well, what a refreshingly addictive game! Lots of fun playing with the different guild mashups and finding the multipliers, going for 100% achievements and loving it! Only con is that some of the game mechanics are unclear in how they work, but quick to learn after a few tries!
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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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