
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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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
hours and hours of fun
If this game has taught me anything.. It is to remain being a healer in MMO style games.. I feel for my AI healer who is probably cursing me non stop.. Kinda like what I do as a healer.. I may never beat a level in this game but damn is it fun still! Quite the experience, spec for someone who refuses to play tanks in any MMO games. Neat skills and it certainly has a deep strategic feel to it. I have a little more respect for tanks now.. A LITTLE more..
stuttering and slow mo in high settings. FPS is capped at 60 as developers have instructed. slow mo in medium settings. works fine in low settings capped or uncapped.
タンク専門というコンセプトが素晴らしい! ゲームプレイは未実装要素が多くやや冗長な部分も感じますが、アップデートに期待しております。
생각보다 쉽지 않습니다 최근의 쫀득한 조작감이 아닌 고전적인 1세대 MMORPG의 조작감이라 좀더 정밀하고 인내하는 조작이 필요합니다 제노블레이드 시리즈에서 아이디어를 차용해온것이 아닐까 합니다 간단하게 한판씩 즐기기 좋습니다
This is a phenomenal idea and it plays very clean and well. If you know tanking, this is the perfect challenge and practice for whatever game you happen to be playing. One thing I would like would be an improvement to skill animations. I want to be able to feel a whirlwind and hit a pull etc. Some animations are good, some are lacking. Just my 2 cents. You have a hidden gem here. Keep pushing, the game is great, plays really cleanly. (I have 60 hours on my other account.)
Playing only a short while before making this review, I am a fan. It is very Early Access, but I like the vision, so far. There are times when enemies get stuck behind walls or don't react to you. I wish there was not the Shield mechanic for using skills. I wish it was more of a Stamina / Mana bar instead with skill cooldowns to manage. As a healer main in various MMORPG over the years, this does make me appreciate tanking more. The mobs going straight for the healer is not typical in MMO's, so it's initially jarring to see them charge straight 'em. Once I finish the current content, I will revisit on updates in the future.
EDIT after additional playtime: After spending more time with the systems, I think my biggest concern is companion flexibility and agency. The Ranger currently feels heavily dependent on a small number of builds and synergies to really shine. If those pieces don't come together, he can end up feeling less like a companion and more like a special ability with legs. I'd love to see him become more active in combat with regular attacks or more autonomous behavior. The Cleric feels stronger overall, but I'd still love to see companions contribute more to the fight instead of mostly existing as triggered abilities. Small attacks, buffs, utility effects, or passive support would go a long way toward making them feel alive. Build variety also feels somewhat restrictive right now. Ranger often feels like it demands specific tank sustain builds, while Cleric pushes you toward specific damage setups. More viable combinations and experimentation would improve replayability considerably. I'd also love to see: Starting abilities separated from gear choices. Larger party sizes so bringing both a healer and ranged companion becomes possible. More companion customization and progression. None of this changes my recommendation. The game is still incredibly fun and the core idea remains one of the best I've seen in years. I simply see the shape of an amazing game here and want more ways to play it.
Great game if you like tanking in MMORPGs, get this game. As a longtime World of Warcraft player of Warrior and Paladin, this felt right at home. Gameplay felt rogue-like which was a great addition. Even for being early access, it's worth the small price. Be warned, it is still quite buggy with shaders and being able to glitch through objects with certain abilities - as of May/June 2026. But even with these bugs, its still a great game and only has room to be even better. My personal recommendation for the developer is to allow people to create builds and save them. I like how grindy the game is for leveling up ( you don't just unlock everything in 2 hours), but definitely could be really cool to build expression and find different ways to play and tank. From being a 2h baddie with no sheild, to a tank that only does thorns and self heals/attricion. I think that could make the game really fun. I love how simple it is, so don't lose that in the process. Progression feels good.
Demo played better, the overmap needs to go, its a waste as nothing is clear where its located, on buying the game it immediately turned me of the game, please add a menu choice where you can hit tab and just have a menu to this game. for me personally the demo hit better as it felt like you didnt have to worry about using the overworld to use stuff and menus. Im excited for additional content but i get bummed out on mission end when i have to walk around the overmap to choose skills, shields, companions and what to do. Over all for the money this game is well worth the price, I do think that the developer needs to potentially add more tanking styles to this game. Other people have said a mmo like stand here option would be nice, the npc sarcasm is nice overall, make me feel at home with how people tend to act in a mmo, the inclusion of a party would be awesome beyond just one person.
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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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