
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A medieval world where war has been replaced by arena combat.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
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.
Media

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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
Oh its 4am.
스팀게임만 최소 3만시간 정도에 200가지 정도 게임이 있는데 이런말 안하지만 이거 되게 재밌다..? 조금 더 여러가지 추가되서 깊이만 되면...
funnnnn
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。
Игра - огонь. Добавить режим мультиплеера, как в Dota Underlords/Hearthstone и сразу кандидат на игру года. :)
好玩 爱玩
Loved the foundation, but the enemy scaling breaks the fun past Season 1 There is so much to love about Eslabong. The blend of team management, transfer market dynamics, and tactical arena combat is incredible, and the core gameplay loop had me hooked immediately. However, the enemy scaling aggressively punishes you for progressing. Moving past your first season feels less like a reward and more like hitting a brick wall: -Relentless Level Gaps: Even on Easy difficulty, every single enemy team in Season 2 completely outlevels and outpowers my roster. Even the bottom-tier teams in the division field fighters with vastly superior stats. -Asymmetrical Fatigue & Injuries: While my best fighters are constantly battered, exhausted, or recovering from injuries due to back-to-back matches, rival AI clubs somehow always have their star lineups fully rested, healthy, and ready to decimate my squad. -Forced Reset Loop: It genuinely feels like the game doesn't want you to stick with a long-term save. Right now, the most viable way to actually enjoy the game is to keep deleting your save file and replaying Season 1 on repeat. We desperately need difficulty sliders, scaling toggles, or sandbox settings that allow enemy power to scale alongside our actual club progression rather than running away with the numbers. The core mechanics are fantastic, but until the late-game scaling and AI squad availability are rebalanced, long-term campaign play is more frustrating than fun.
I have no clue what is going on in the menus, but the battles are fun.
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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.
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