
Crawl Tactics combines classic turn-based tactics with roguelike progression. In Dungeon Mode, face challenging, ever-changing encounters as you explore procedurally generated maps. In Quest Mode, develop your village, train your mercenaries, and defend against growing enemy invasions.
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Crawl Tactics combines classic turn-based tactics with roguelike progression. In Dungeon Mode, face challenging, ever-changing encounters as you explore procedurally generated maps. In Quest Mode, develop your village, train your mercenaries, and defend against growing enemy invasions.


Crawl Tactics is not a puzzle-like tactical game focused on finding one correct solution, but a turn-based strategy RPG forfans of classic, orthodox SRPGs.
You can enjoy deep tactical gameplay that considers height differences, unit facing, weather, terrain, and more.
Traps and terrain affect both you and your enemies. Set grass on fire, electrocute enemies standing on water, or ignite poison clouds.
Various interactions are possible through pushing/throwing objects and units. Push enemies off high ground or into blade traps, or roll boulders to hit them.
You can also activate cannons or crossbow traps to damage distant enemies, and all traps can trigger in chains for satisfying results.

You can freely customize skills, equipment, classes, techniques, and appearance.
Even after clearing the main dungeon, you can continue developing your characters through New Game Plus and Reverse, which allows you to reset classes even after advancing to higher tiers.
From a solo party to an 8-member battle party, you can build any party composition you want.
Dungeon Mode lets you explore dungeons composed of multiple rooms.
Both the dungeons and the battlefields within them are procedurally generated, providing challenging and varied experiences.
Ruins, caves, catacombs, forests—each features unique climates, monsters, and environments.
Every dungeon may include hostile or friendly NPCs, special mercenaries or valuable items, and unique events such as siege battles or defense missions.
In Quest Mode, you expand your village by constructing buildings each turn and hire multiple mercenaries, sending whichever ones you choose on the quests you want.
Rewards differ depending on the type of quest you undertake each turn, and you can also choose higher difficulties, allowing as much grinding as you prefer.
Through village events where monsters invade at set intervals, you can engage in larger-scale battles than in standard quests.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Japanese, Simplified Chinese, German, Spanish - Spain, Spanish - Latin America
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
Hours fly by and I don't even notice. I highly recommend, if the gameplay (FF Tactics) appeals to you. Crawl Tactics engages me, despite not having a story. The complexity of the battle system keeps me coming back for seemingly endless replayability. The personalability the character customization and classes provide, coupled with the implied lore, get me invested into the role-playing nature of this RPG. At time of writing, I've only finished one run (16+hours) and am starting a new run with a completely different set of classes in use, and a different affinity (previous was Good/Holy, new run is Evil/Dark). I've also only done Dungeon Mode so far. I've played one Skirmish (local, hot-seat PvP, using Steam Remote Play). I haven't played the Quest Mode yet, but looking forward to it. I will speak to Dungeon Mode since it is mainly what I've played so far. You select a starting team, customize them as you wish (name, looks, gender, etc.) and begin. You must complete 10 "dungeons" to win. Each dungeon is of a particular biome, which significantly affects combat. The desert, for example, would feature specific creatures that can tolerate heat, while having blistering hot whether, which evaporates water and makes ice abilities weaker. A rain forest, as another example, would rain a lot, decreasing the accuracy of bow and gun abilities, while strengthening lightning abilities by making them spread to nearby tiles (water conducts). Within each dungeon is a series of interconnected rooms. Each room offers an event, such a Creeps (hostile monsters), a Neutral Party (another band of adventures who offer trade, but can be attacked to steal their loot), an event (a lone survivor is looking for a new party), among several other cases. The last room of a dungeon is a boss fight. In-between each dungeon, you stop at your town, which you use resource to build up, which in turn offers services to empower your team. Drop off items in storage, upgrade your characters or weapons, hire new mercenaries, etc. Your team each has their own race, class, level, equipment, etc. They can sometimes even have quirks. One hire, for example, required we pay them 50 gold for 5 battles before she became loyal to us. If we didn't have the gold to pay her, she would refuse to fight with us. Each character can be a different race too. There are many to choose from, each with different racial abilities. Ex: Dragon-men can breathe fire while frog-men heal and are unimpeded when in water. Characters also have perma-death, requiring an emergency revive (if you have the ability or item for it) or you having to find a new hire elsewhere. It is forgiving, though, since new hires do not start from level 1 again - they remain relevant to your level. I do love and appreciate the difficulty of the game. Playing on "Veteran" (normal mode), I've found the challenge to be a perfect level. I lose some units, I get close with death, fights always seem winnable and I can always recover from failure/setbacks. And even if that wasn't enough, the game's difficulty is heavily customizable. Almost every little system about the game has a setting you can adjust to make it as easy or as difficult as you want per system. Overall, great game. Highly recommend.
This game is fantastic.It's like FFT and ogre battle in a rogue-like system. This game deserves way more attention.
its good, gameplay is great, hope it keeps getting updates and I maybe the UI is a little smoother
An unexpected favorite of mine! I was pleasantly surprised with how deep the combat goes, and how customizable it is too. The chain reactions with what you can use, the environments, the class lineup and the overall general gameplay is very solid! I hope to see more of this! :3
Nice little character builder team-based strategy style RPG. Makes me wanna poop in all directions all at once, to the point to where it fills up the Earth and we have a dookie planet. I like the art style and the way you can rank up your classes and also have sub-classes that enhance the overall performance of your characters. There are high rarity weapons and equipment with special skills you can find that add depth to the combat experience. Upgrading skills is nice as you can have a mage hard focus only fire and become a master, or make him proficient in all elements and maximize the dook potential. Looking forward to playing more of this game!
I got 44 hours in and loved every minute of it! I felt like I could have kept going, too. Knowing that the dev has since added even more content (free!) makes me excited to get back in again
I dare say the this is one of the best tatical strategy rpg that I have ever played, everything I wanted to see in Final Fantasy Tatics and Ogre Battle.
A really dedicated dev.
One of the best roguelite esque squad based games ive played. Truly unique in the combos you can pull off.
A hidden gem of a game. Easily a 7.5/10, maybe more. Here's why: What it delivers: - Dungeon delving: you get your dungeon and your party, sure. But you also get different paths, different biomes, different enemies for each biome, shops, loot, and everything else you could need to make sure no two runs are the same. - Town building: you get your little patch of respite, where you can build structures to complement your party composition with the appropriate gear, skills, and spells. - Character progression: custom build your heroes with a main class, a sub-class, and the possibility to progress to other classes, or even retrain in an old one while keeping your advancement. Run through enough classes and the build becomes unique for each character. What it still needs: - Polish: there are still some bugs in the game, although it gets patched very often and the discord community for it is quick to report any. The author will answer any report very quickly. - Ambience: the game has functional music, but maybe down the line we could see a bit more variety to it. All in all I've come to love this game and thoroughly recommend it to any fan of the trpg genre.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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