
Arena combat meets mercenary club management. Recruit from a dynamic market, build your squad, and compete season after season in leagues and cups.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best KR #78, worst FR #79 · 2 markets collected
About
Control one fighter in fast-paced arena battles. Aim abilities, move, and react in real time to outplay your opponents through positioning and timing. Or step back, set tactics, and watch your team fight.
Win fights to earn gold, buy and sell mercenaries, and strengthen your roster. Discover classes with unique abilities, shape your team, and upgrade it across seasons.
Put your team to the test in structured leagues and tournaments. Face powerful clubs and unique leaders, recruit rare champions, and climb your way to the top.
Every run forces new decisions. Randomized stats, evolving rosters, and dynamic opponents keep each season different, while the market gives you new ways to adapt and improve.
A medieval world where war has been replaced by arena combat. Clubs of mercenaries compete in structured leagues for power, gold, and prestige. Enter the arena. Climb to the top.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 917 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
재미는있는데 렉이좀있음
强强,喵喵的结合以来最有创意的独游,目前已经十分完整,汉化正在优化中,EA期间还有至少10个职业的预期。 简单来说就是可以自己下场的团战经理。 有兴趣但不确定玩起来如何,这是我的开局实况 https://www.bilibili.com/video/BV1hnhg6tEUq/?spm_id_from=333.1387.homepage.video_card.click
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English*, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Korean, French, German, Italian, Turkish*languages with full audio support
Hours played at review time, across 918 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bonjour, Jeu excellent avec très fort potentiel s’il n’est pas délaissé Il prend une très belle trajectoire et je continuerai de jouer avec plaisir ! Une question cependant, notre progression actuelle sera réinitialisée à la sortie définitive ?
Having just spent a day runnin' through Dungeons and Dynasties on Itch, and then stumbling upon this... I am oh, so, satisfied. And it's STILL EARLY baby! We're still on the runway with this one and I hope the dev can sense our appreciation. I actually can't walk away from it and I'm lookin' forward to how this project evolves on it's way to 1.0
Early access game but already a ton of fun! So much classes and skills to play with and so many team composition to play for! Manual combat is fun, autobatte and ai is good and there is already ton of content. Even better than this the dev is extremely active and is pumping out updates. 5 thumbs up and absolutely recommended !
这游戏真好玩,电子斗蛐蛐。尤其是艰难困苦组好了自己想要的阵容,真爽。 另外,比赛被虐了,就在结算页面点开敌人的技能组,有时候厉害的并非全3级、4级组,而且兴许敌人会把主力挂牌出售,每一天过后都去市场看看。
Hoping the developers read this review (especially the end where I discuss bugs), as I have a lot to say. First of all, Eslabong is a slam dunk in the gladiator/ auto battler genre. For early release, this is already knocking most other indie games out of the park, despite a few bugs. This game is so addictive, I binged until the sixth season, but I'll be retiring this game now for reasons I will mention. Despite being well done, there is room for improvement, like most games. What works: - Amazing character recruitment system that, despite utilizing some RNG, actually tracks an in-game economy and can be played accordingly. It's very faintly reminiscent of Mount and Blade in that way, but distinct. - The game innovates with a character trading system between factions, enabling late game team building (which becomes necessary when the economy dries up - I will touch on this later). - Every unique character (of which there are many) follows its own skill tree logic, and not in a cookie cutter fashion. This allows for completely distinct builds, outcomes and synergies, adding a ton to the content. This is complemented further by an extensive relic market. - It's somewhat too easy, but otherwise I would say balancing is pretty good here. What's underwhelming: - What's very typical for this genre is half baked storytelling and world building. And don't get me wrong, having a solid gameplay loop is exactly what drives me to play these, but all I'm saying is that it could be better. - After level 20 or so, character growth plateaus and there is significantly less options when upgrading. I understand there's probably a reason for that, but those upgrades help to reduce the repetition of the combat (honestly, 1.5x seems too slow), and this compounds with more severe issues which I'll get to later in this review. - The soundtrack is uninspired, the character designs are overly basic and rudimentary, and the environments are dull. - Most of the game is spent in combat watching your team kill a different faction's team, which will eventually lose people's interest. The "gate" is a bit different, but it's not enough content diversity to count for much (and speaking of the gate, level 8 seems borderline unachievable). - Factions consistently buy characters sold at above market prices, for seemingly no reason, meaning setting the price even moderately below maximum just loses you money. What's broken (bugs and fundamental flaws): - There is a bug which stopped me from being able to "list" my relics after a certain point, despite taking my money. At first I was under the impression the demand was low, that was until I realized each said "listed for 0 weeks". - Scouting for a champion was completely broken in my run. I'm not sure if it just "looks", and if one isn't available then you just lose money, but paying for scouting never introduced a new champion. - The economy becomes barren after a few seasons, and the rest of the mechanics suffer from entropy. Progression becomes "borrowed" instead of "earned", as you can no longer generate experience that scales with the PvE factions. This essentially means you must trade with factions to progress, and as a result you're no longer in control of their skill trees, you can only inherit whatever the NPCs set them to. Likewise champions stop showing up for recruitment, and even if they did you're only really incentivized to train and sell them because their starting levels are consistently at around level 8 or so. This also applies to relics, where many of them do not scale in late game because of using fixed values. - Minor lag started occurring in late game. Possible new additions: - A reputation system that influences willingness to trade. - "Surprise" visits from people, adding content variety and the possibility for a developing storyline. - Relationship management for your characters. Keep them happy so they stay on your side and don't betray you or the captain. Maybe they could have disputes or bonding amongst each other or with the player. Maybe this could also lead to unique buffs or penalties. - Dismantle the UI-based menu, add a small home base to explore. - Add roguelike game modes or mini games so the player can have some agency besides watching combat. Anyways, that summarizes my review. Hope things develop nicely, the current state is not perfect but it is still great.
잠재력이 굉장히 크게 느껴지는 게임 애초에 잠재력뿐만 아니라 지금 당장도 게임성이 매우 좋다 다만 그 게임성의 깊이를 느끼려면 유저가 이 게임의 UI, UX를 해독해야만 한다 즉 반대로 말하면 그러기 전엔 이 게임의 진가를 느끼지 못 할 것이란 뜻이다 또 적응이 아닌 해독이라고 표현하는 이유는 그만큼 정신없이 어질러져있기 때문이다 이는 아마 번역의 영향도 좀 있을 것 같다 처음엔 UI에 따른 시각적 문제만이 원인이라고 여겼으나 하면 할 수록 컨텐츠의 상호관계 및 정보 구조가 유저의 머릿속에 자연스럽게 퍼즐이 맞춰지지 않는 영향도 매우 크다고 느껴졌다 또한 상금, 상자 보상, 용병 가격, 명예 등의 경제 순환 구조도 박살나있다 현시점에선 사실상 숫자만 박혀있는 수준이기에 어떤 컨텐츠를 해도 보상에 의한 동기부여가 되는 게 아닌 그저 전투력 테스트로 느껴질 뿐이다 그러니 현재 목표로 해야할 개발 방향성은 뚜렷하다 컨텐츠를 확장할 것이 아닌 이미 있는 것을 깔끔하게 재설계하며 정제하는 것이 아주 시급해 보인다 그래야 마니악 성향만이 아닌 훨씬 넓은 신규 유저들의 관심을 끌고 오래도록 유치할 수 있을 것 같다
Just the quality of the demo is enough to buy it just to support pro-people approach. But this is also a passion project of the person that actually plays their own game.
确实好玩。并且推荐给朋友了 , 阵容搭配和数值都很有深度并且层层递进。爽感和趣味性可以,作者也几乎每天都在更新,看上去是挺有心的。 中文优化也完成了
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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