
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
I'm assuming you've read the game description, so here's my review: It's a good game so far. For those with an itch for FTL and especially Into the Breach... it's got plenty of the same vibes. Again, it's a good game so far; fair warning. It's pretty addictive. So, my take is if you like Into the Breach, you'll really like this one as well.
Nowy Tactics Ogre, tylko że roguelajtowy.
从前作玩到现在 很喜欢这类游戏 希望创作者能继续走下去
buen juego y nivel de dificultad
You can turn your engineer into a mech
only needs more enemy variety and some polish. Still good.
If you like Final Fantasy Tactics or its ilk, you'll probably enjoy this game. I won't go spectacularly deep into the specifics, but I like what it does with the genre in general, even if it's not perfect. Outside of the turn-based strategy battles, you can do a teeny bit of 'town building' that is a bit pointless at first, and unless you go in knowing exactly what you want, resources to upgrade things can be challenging. The buildings you create are generic - potion shop, weapon shop, armor shop, a place to recruit new/train old units, so on - and usually don't do much for you in the grand scheme of things. In many cases, you find superior equipment during dungeon dives, so the equipment stores aren't very useful. So you find yourself leaning on the buildings that let you upgrade your skills/magic, which is about the only way I could find that would quickly enhance my unit's capabilities, and the one that lets you change the classes of your units. Though funny enough, I don't feel like the classes really change your units much. It's a very paltry reward for keeping your units alive long enough to actually change. The dungeon diving is fairly predictable, and though it's a neat way to approach the genre, I found myself running into the same few events over and over. While neat on the first go or three, the really long defensive battle against large waves of mobs, using cannons and ballista to quickly kill some/most of them, the only real benefit to it is the tons of gold you gain from it. I wound up with more gold than I knew what to do with, and while it was nice to not have to worry about my finances as I played, I discovered that it essentially trivialized the game because I could pretty much buy my way to great equipment, potions, and skill/magic levels, whereas I normally would've had to be much more careful with my money. My last gripe is the overall UI, which is clunky and god awful. It baffles me that in 2026, the year of our lord, that one can't simply look at the aforementioned Final Fantasy Tactics and not see what makes that UI so good. Or hell, you can look at any game within this genre for examples. Normally I'd be optimistic about it, and say that the developers can always enhance it or make it better in the future, but funny enough, it seems that development for this game is winding down now and I'd imagine any hope for a UI overhaul is out the window. Which is a shame, because I can ignore all the other obvious problems with this game, because it's still technically fun and follows the genre faithfully in terms of combat while putting an interesting spin or two on it, but the UI is an absolute eyesore and really discourages me from playing it. The price of admission for me was $14, but $10 is probably the sweet spot here, if you can ignore the UI. There's some screenshots with examples of it in the game's store page, and it looks nice at first glance, but you'll get what I mean when you actually put your hands on it.
This charming little game is honestly pretty great! It is consistently getting some polish from the dev and they are quite responsive. This feels very much like an homage to tactics games of old like Final Fantasy Tactics, Tactics Ogre. It is missing the engaging story (due to its roguelike nature) but still offers quite a lot of value.
Really entertaining game for those who like tactical RPGs
재밌다
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Trends
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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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