
Doomfields is a roguelite autobattler where you assemble a team of heroes. Every character transforms into a more specialized one as it levels up. You get to pick up to 5 characters that specialize in something different. You have to compose the best possible team based on loot and their abilities.
Modeled estimate, not a reported figure. How we estimate →
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About
Doomfields is an autobattler roguelite focused on team composition, various upgrades and loot.
Your goal is to build a team that will reach Doomfields and beyond. After entering a room on the map, you (usually) fight. After starting combat, you can admire as your team defeats the enemies.
At the beginning, you choose one of three archetypes: Fighter, Rogue and Mystic.
At level 10 every archetype splits into three new sub-archetypes focused on special gameplay styles and abilities. For example, Fighter splits into Warrior, Knight and Guard. At 20 you get to choose ANOTHER one of three archetypes based on previous choices.
Repeat that for up to 5 characters in your team (you get a new character every stage).
In short: 3 main archetypes -> 9 sub-archetypes -> 27 sub-sub archetypes with unique abilities and mechanics.
Based on that, try building the best team with units that will complement and support each other.
But that's not all. You get epic loot that affects certain abilities or has abilities of its own. There are also keepsakes that support the whole team in various ways, team guidelines and tactics that also affect how your team behaves.
Game also allows asynchronous PvP so you can battle other players teams!
All that customization above creates one of the deepest roguelites out there.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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
It's good. Would buy the developers other game Doomdepths through steam as well if it were available.
Love it! Deceptively deep, addictive loop, great QoL features. Ticks every box I love about games. Would love better controller/Steam Deck support, but that’s very minimal. I’ll be playing this for a while.
This game is pretty fun, surprised me how much I enjoy it. It is made with obvious care, and after taking the time to try out some things it is engaging and allows for interesting progression during runs. It's not easy to start, and it isn't obvious how some mechanics work, but that is also fine; it just takes some thinking and effort to figure out.
Doomfields, developed and published by KJGames, is a strategy-focused roguelite that blends automated combat with deep character progression and layered build experimentation. Rather than relying on reflex-driven gameplay, Doomfields centers its experience on preparation, planning, and synergy. Each run asks players to carefully assemble a team of heroes, shape their development paths, and guide them through branching encounters on a procedurally structured map. The result is a game that rewards thoughtful decision-making over mechanical execution. At the heart of Doomfields lies its class evolution system. Players typically begin with a foundational archetype—such as a fighter, rogue, or mystic—and as characters gain experience, they unlock branching specializations. These paths diverge at key level milestones, ultimately leading to a wide range of unique class outcomes. This structure gives each run a distinct identity, as no two parties are built exactly the same way. The branching nature of the progression encourages replayability, as experimenting with different combinations can dramatically alter how encounters unfold. Combat in Doomfields unfolds automatically once preparation is complete. When a battle begins, heroes execute their abilities based on positioning, equipment, and unlocked skills. This design shifts the focus away from real-time input and toward pre-battle strategy. The player’s role becomes one of architect rather than direct controller. Success depends on understanding how abilities interact, how buffs stack, and how defensive and offensive synergies complement one another. For players who enjoy theorycrafting and build optimization, this system provides considerable depth. Loot and equipment play a critical role in shaping each run. Items can enhance base stats, modify abilities, or unlock entirely new tactical interactions. Some pieces of gear synergize strongly with specific class evolutions, encouraging players to adapt their strategy mid-run when powerful combinations appear. Keepsakes and passive upgrades further expand customization, allowing players to fine-tune team compositions to suit particular encounter types. This dynamic itemization ensures that runs feel fluid and adaptable rather than rigidly scripted. The procedural map structure adds another strategic layer. Players navigate branching paths filled with combat encounters, special events, and potential rewards. Choosing which route to take often involves weighing risk against long-term benefit. Some nodes may offer powerful gear but come with heightened difficulty, while others provide safer progression at the cost of lower rewards. This decision-making loop reinforces the roguelite foundation, making each attempt feel meaningful even in failure. One of the game’s defining strengths is its build diversity. With numerous class paths and a wide array of items, players can experiment with defensive sustain builds, burst-damage compositions, status-effect strategies, or balanced hybrid teams. Discovering unexpectedly strong synergies becomes a core source of satisfaction. However, because combat is automated, some players may feel detached during battles, as their influence ends once the encounter begins. Those who prefer direct tactical control may find this hands-off approach less engaging. Visually, Doomfields adopts a minimalist pixel-art style that supports clarity over spectacle. Character sprites and ability effects are functional rather than ornate, keeping the focus on mechanics. The presentation fits the game’s indie scope, though it may not stand out in a genre increasingly populated with highly stylized competitors. The interface is generally clean, though deeper combat feedback and clearer post-battle analysis could enhance strategic learning. Replayability remains one of Doomfields’ strongest assets. Each failed run feeds back into player knowledge and understanding of synergies, encouraging further experimentation. The roguelite loop ensures that improvement comes not just from numerical upgrades but from mastering the game’s systems. Over time, players refine their ability to anticipate enemy compositions, optimize hero evolution paths, and capitalize on item interactions. Ultimately, Doomfields is a thoughtful and systems-driven roguelite that emphasizes strategy and long-term planning over immediate action. Its branching class design, rich itemization, and automated combat mechanics create a distinctive experience within the autobattler genre. While it may not appeal to those seeking hands-on tactical control or high production spectacle, it offers substantial depth for players who enjoy constructing optimized builds and watching their carefully assembled strategies unfold. Rating: 7/10
its good dev said maybe a doomfields 2 in the future i have the message in my inbox
Such an awesome game
Great game, I've spent much more money for far less entertainment before. Still new so not a perfect product but I thoroughly enjoyed myself and recommend this game.
In the beginning, I was thinking that the game was not as good as I hoped, and that it seemed a bit too simple. But after 2-3 runs I started seeing more and more depth in the game. And I can say now that this games biggest flaw is the first impression it gives. As you dive deeper into is you will see a very interesting autobattler with an insane amount of depth and strategy. Highly recommended!
If you can get past the art style, it's a great roguelike! I feel like the art style is an acquired taste, so to say. I've played the devs games for years now and I personally think it helps it stand out. I'm only talking about the art style so much because I want to convince anyone reading this that it shouldn't be the deciding actor on if you want to get the game or not.
I’m going to be honest, I didn’t really know what to expect during the first 30 minutes of playing. I kept dying and losing a lot until I finally realized there was an upgrade section in the collections tab. Once I got used to how everything was laid out and what I should be doing, I actually started to enjoy it a lot. I agree with much of what people are saying in the negative reviews: The UI/UX is a bit rough and confusing, even for me as a communication designer. Some of the stats are hard to understand and don’t clearly explain what they do. There’s no real tutorial, and honestly, I needed some hand-holding in the beginning. If I hadn’t figured everything out soon after, I probably would’ve refunded the game. Now, for what I do like about the game: The complexity of the classes. The variety of ways to finish a run is great. I usually have a particular playstyle in games like this (I’m a sucker for healing classes), and this game fills that void. A huge selection of upgrades post-run — though I’ll admit, there are way too many things to consider, and it’s a bit confusing figuring out where everything is. Also, why is it all numbered? lol The gameplay looks great — I love the flying numbers and bright colours. Honestly, the game seems complicated at first glance, but once you get rolling, it’s not as bad as it looks. There’s definitely room for refinement and simplification, and I think that’s what this game really needs. There’s a lot going on that doesn’t necessarily have to be there, lol.
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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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