
Protect your team by forcing enemies to attack you in this single-player action roguelite inspired by MMO raids. Create unique builds, unlock powerful talents and master the art of tanking to command the chaos!
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About
Protect your team by forcing enemies to attack you in this single-player action roguelite inspired by MMO raids. Create unique builds, unlock powerful talents and master the art of tanking to command the chaos!

Damage your enemies to hold their attention! Or force them to attack you by running away!
Don't Lose Aggro lets you play any kind of tank you can think of, focusing on control, strategy and positioning.


You have the assignment of protecting your group from harm!
Companions, while alive, provide powerful abilities that can be upgraded, which are key for a successful run.
Don't Lose Aggro allows you to choose whether to protect your companions or go full hard-core and sacrifice them!


Use your abilities to utilize the tank you aim to become. Charge can close a gap between you and the enemy but if you're the slower type, you can always pull them towards you!
Some abilities are aggressive and focus on damage, whilst others focus on protection and healing.


Upgrade your lasting tanking builds by spending talent points to suit your preferred playstyle. Play as a Dodger, Blocker, Kiter, or Taunter - each with distinct mechanics and upgrade paths.

Battle through the lava-surrounded Isle of Doom, survive the Cyclone Sands' sandstorms, and face the final challenge in "The Fallen City."
As you progress, you'll unlock new arenas and fight new enemies & bosses to prove your tanking skills!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Simplified Chinese, Russian, Portuguese - Brazil, Italian, Spanish - Spain, Korean, Spanish - Latin America, Traditional Chinese +1 more
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
As someone who has put WAY too many hours into Star Wars: The Old Republic as a tank main… Don't Lose Aggro instantly clicked with me. 😂 The moment NPCs started roasting me for being the tank, I knew this game understood MMO players. It genuinely feels like the developers “get” tank culture — protecting the healer, managing chaos, trying not to wipe the party while everything falls apart around you. At first, it takes a little time to understand the systems and flow, but once things start clicking and you level up a bit, the game REALLY opens up. The combat gets chaotic in the best way possible, and there’s a super satisfying rhythm once you start mastering aggro and toughness management. I’m also really glad to already see a development roadmap out there. That gives me a lot of confidence there’s more coming and the game has a future. And honestly? As a dad gamer, this kind of game is perfect. I can jump in for a quick run, have a blast, and hop back out without needing a 4-hour commitment. We honestly need more games like this. For the price, this is an easy recommendation from me.
NOTE: Actual playtime is closer to 2 hours, I played the demo for a while before buying the game to see if the release version fixed the issues I had with the demo. It does not. This game fundamentally fails to capture what it sets out to capture - a recreation of MMO tanking. There are several ways it misses the mark, but instead of listing all of them, I'll describe just one that will most likely show anyone familiar with MMO tanking how off-the-mark Don't Lose Aggro is: The name of the game is Don't Lose Aggro and it's conceptually a game about managing aggro. It does not even have aggro mechanics. The way that aggro works in this game is that enemies target your (single) party member until the enemy's health reaches a certain threshold, at which point they target the tank. That's it. There's no concept of threat, and the mechanical way that this plays out is literally the exact opposite of MMO tanking and aggro management, where the mobs stick to the tank initially and become more likely to target the party as the party members generate more threat. (You also don't even have a party here, just a single healer that follows you around, so functionally they're not much different from choosing a HP Regen stat in other roguelites) It very literally fails to even approach anything it claims to be trying to do. It's a generic action roguelite where your abilities are vaguely based off of the abilities that WoW tank classes have, and nothing more.
still needs TONS of work before i would consider this a fully playable game. this is more of a proof of concept for the genre
It reminded me of WoW so much I had to ask him to add mouse movement (and a bunch of other accessibility options) And the dev did. One of the rare cases where the devs are actively listening to player feedback. You love to see it. https://www.youtube.com/watch?v=zCoy2gY5j0Y https://youtu.be/Xj7vdSAIB24
A fun little tank simulator for when you simply don't have the time to jump into mmo's anymore. As of right now a bit barebones in terms of content, seemingly only two viable specs but i did enjoy my few hours with this game and excited for how it fleshes out! edit: Runs perfectly fine on Linux without any changes to the used Proton version, forgot to add that
Game has a fine premise. But monsters ignoring paths and simplying flying in straight line across any and all terrain to your companion is just too annoying. Fix that, and you get a nice gem
黄金の鉄の塊で出来ているナイトが皮装備のゴブリンに遅れをとるはずは無い 確実にナイトはPull Tauntを手に入れたら高確率で一番最強になる
A Love Letter to MMO Tanking If you've ever spent years holding threat in Azeroth, this game will feel like coming home. It captures that classic pull-and-hold rhythm perfectly, shifting the MMO tanking stress into a satisfying solo roguelite. The talent system is the real hook here—finding synergies that turn you into an unkillable walking fortress is genuinely fun. While the game is currently a bit thin on enemy and map variety, the core mechanical foundation is impressive for a solo dev project. For around $8, it’s a great way to scratch that tanking itch without the monthly subscription or the late-night raid commitment. Check out my full Vibe Check for a deep dive into the classes and mechanics: https://youtu.be/3hLx5Fcjlvc
I recommend this but it's more for what it can become rather than what it currently is. The idea of this is spectacular. Right now though? Once you play it for about 2 hours you've experienced pretty much the entire game and that's if you slowly take your time like me. Having tanked high M+ keys, Savages, Ultimates, etc. this doesn't really feel like any of them in it's current state. The aggro from pulls feels more like a boss with a threat wipe on a 5 second cd so this game is pretty much just spam taunt the entire time. I'm sure that will be fixed in time but for now it quite honestly doesn't really feel good to play. The idea and vision are there but the gameplay isn't. Also it doesn't really feel like you're tanking for anything. Your companion is pretty much just a pet that follows you around to let you use a companion ability. Also they're immobile to the extreme, it doesn't feel good. Right now you just spec all damage, spam taunt, and run through the map. I made it close to level 30 and just felt myself gravitating towards the same few abilities / upgrades that work with zero variation so I'll wait until a new update hits that gives the game something that isn't just taunt being treated as sunder in classic wow. I tanked back then too (Yeah I'm old) and hopefully it doesn't try to follow that route because classic tanking was the most tedious tanking in all of gaming history. Props to the creator of this game though, This game is unique and I mean that in a good way. I hope you make this game into something great, you've already got one foot in the door.
0.3%のウェーブディフェンス301ゴールドランクの全実績クリアまで遊んだ感想としてはまあまあ面白かった MMOのタンクでやるローグライトのディフェンスゲーって感じ MMOのタンクビルド好きな人には刺さりそう 難易度も普通にステージクリアするだけなら難しくはないので誰でも楽しめます 全実績クリアまでやるならそこそこ頑張らないといけないかも 序盤のチュートリアルの説明が少なすぎるのでもう少し丁寧な説明が欲しかった 画面にHPバーが2つあったり味方と自分のスキルが並んでたりで初見だとわかりにくい レンジャーの使い方と効果がキャラの説明読んでも分かりにくいのでもっとちゃんと説明してほしい 初見だとレンジャーのスキル使っても不発連発して矢を1発だけしか撃たないのに、ワープで敵に殴られに行くよくわからない最悪のお荷物キャラに見える よく見るとレンジャーのライフの横に小さく数字があってヘイト取ると数字が溜まっていきスキル発動でタゲ取ってる敵すべてにここの数値の蓄積ダメージが入るので、溜めまくればボスワンパンレベルの火力も出る スキルのクールと数字が書いてる丸が別のスキルに見えるのでまとめてほしい 蓄積ダメージの数値も字が小さいのでデカくて見やすくしてくれ 視力検査かよ ステージと敵の種類とスキルと職業と味方の種類が少ないので、今後増えてくれればまだまだ遊べそう 序盤の職業とスキル解放に少し時間がかかるが、そこさえ抜ければボスラッシュが1分半ぐらいで周回出来てガンガンレベル上がるのでオススメ MMOのボス周回でレベル上げしてた感覚を思い出した MMO感はまあまああるけど、味方NPCが1人のみで全く動かなくて敵が優先して味方NPCばっかり狙うのでどっちかって言うとタワーディフェンスのタワー役を自分が動かしてるタンクでやる感じ 特に序盤の挑発スキルでタゲ取りしてるとMMOのタンクって感じだが、レベル上げてからジャッジメント使いこなすと固定砲台寄りになってタワーディフェンスって感じになる あとXBOXのコントローラーでプレイしてたがスキル選択画面で十字キーが反応しなくてキーボードかマウスでスキル選択しないと先に進めなくなるバグがたまになる
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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