
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!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 31 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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!
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
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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
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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
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.
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
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
Сама гра по відчуттю максимально сира, та і виглядає не дуже, навіть для соло дева у 2026 році. АЛЕ окремий гуано момент, це те що розраб додав персонажу голос болотного акценту, який ще інколи каже болотні фразочки. НЕ РЕКОМЕНДУЮ гру, де соло дев додумався додати болотну риганину голосу країни терориста Росії. Видаляю гру з бібліотеки.
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
So, there's a lot to like here, and a few things that are preventing me from playing further. The graphics are nice. Not amazing, but solid. The movement feels clean, charge feels good. Shield toss is excellent. Most of the abilities I feel do a good job of having a satisfying effect. I like the hub. The talent tree so far is extremely minimal but indicates some good things coming. However, I can't honestly say I'm interested in playing further given the core mechanic of the game. The aggro table doesn't feel clean, or particularly good. In every other game I've tanked in, if I've been holding an enemy for 30 seconds, especially one on one, there's no way no how it gets loose unless it threat drops as a mechanic. The threat table in this game doesn't really seem to exist. You just sort of spaw taunts and whirlwinds to hold it, which is... fine, I guess. But the biggest issue is only a single companion. With a cleric, I'm forced into doing the lion's share of the damage, or waiting for her AoE spell. With the ranger, I'd be forced into hyper defense. Either way, I'm not going to be able to cleanly hold aggro so it's kind of a moot point anyway. Things I'd love to see moving forward - A better threat mechanic. Taunt tanking has never been fun for me, and it feels like a huge part of this so far has been just mashing taunt whenever it's available. It doesn't feel like I'm tanking well, it feels like I'm tanking terribly and it's almost every unit that does threat drops. That just makes me feel like a ♥♥♥♥♥♥ tank, not a powerhouse. I have tanked a lot. I am pretty damn good at it. Having every mob go flying off after they've been getting whirlwinded and AoE'd for 30 seconds with nothing but healing aggro makes it just feel unpleasant. - Better targeting. Trying to get one loose mob out of a mix is frustrating. I can see it plainly based on the health bar and coloring (a good choice! Love seeing bright red for problems) but trying to select it or tab target it doesn't feel intuitive. Having a live targeted unit frame would probably help with this. - A full party, or larger parties. Maybe this is added later? I don't know. I *so* want to like this game but I have no desire to play past the first 101 level. I died twice on the boss due to healer getting aggro from the first point I raised. Trying to move the boss further away just caused him to stop dead, or if you try to pull further away from your healer she'll follow too closely and can get AoE'd. I understand this is also intended as a form of difficulty, but man is it frustrating to have adds spawn and immediately be in melee with your healer because you can't keep a boss at range. I got away from my point but having a DPS would also alleviate another issue I have. - Am I DPS or tank? Am I healing or tanking? I really want a game where I am just eating hits and doing 2% of the damage like god intended us meat shields to do. Let me get swole and turn into the immovable object while other people deal with the enemies. I want to play a game where I'm worried about *threat*, not DPS. An interrupt here or there is fine, too, but it's also aggravating to have to prep interrupts for multiple enemies at a time when the threat is so spurious. - A deeper talent tree. I don't need PoE or ES:O with 700 points to spend, but more than 25 would be nice, especially given the tree is preeeetty trim right now. I don't imagine this is even close to finished so I don't judge it harshly. Just a note. The itch I want to scratch is honestly just a different vibe than what this game in its current state offers. This feels like a training simulation for new tanks on maintaining squirrelly packs. On playing with bad players who are snapping aggro all the time. I want to feel like I'm running a dungeon. A raid. I want to have the party behind me. I want to have party members that don't just stand and yell at me when they're getting hit. I want more AoE's to dodge, I want knockbacks and tail swipes and LoS pulls. I want to have the feeling of "yeah good luck ripping any of this off, go OFF DPS, I have this on LOCK" and not a "I need you all to stand about 30 yards back because I have no idea what I'm doing I guess". I miss the feeling of being the bastion between my party evaporating and killing a boss. I like shrugging off massive blows that would kill my party instantly. I miss having a party. This game is just... circling the edges of what I miss most from MMO tanking. I don't even hate the timer, necessarily, but when I'M the main DPS, boy does THAT feel bad. It almost scratches the itch, but some of the fundamental issues with threat management and a party of two just make me sad and miss it more, in a way. It's like Diet Tanking, or non-alcoholic tanking. If it were better in some ways it would be worth it, but because it's not it just reminds you of what you're missing and makes it better to just remember it fondly instead of coping with a lesser version. With some changes this can be an absolute banger. As it is now, I'm going back on hiatus pending more updates. I respect the hell out of the dev for this though - it's a niche I didn't know how much I needed until he posted the initial notices on Reddit.
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
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
Players by region
Where this game's players are, estimated from review languages.
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