
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A medieval world where war has been replaced by arena combat.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 945 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Перво-наперво - игра слишком легкая. Играю на максимальной со старта и худшее, что случилось, так это то, что проиграл первый сезон, будучи на первом месте в сетке. Остальные 6 сезонов выиграл безукоризненно, в каждом максимум по паре ничьих и одному поражению. Проблема в том, что я могу совершенно никак не корректировать тактику бойцов, а просто выставлять максимальную агрессию всему своему отряду и это будет работать. В отряде, как бы игра не советовала двух хиллеров, держу в основном только одного. 1-2 танка с огромным хп и что то для кайфа в довесок. Сам капитаню на бойце, который сможет вносить урон задним рядам и вырезать их до того, как они внесут свой импакт. Особенно сильно себя показывает гоблин-засадник с лег скиллом, который бьет 5 раз по самой слабой цели, тем самым практически всегда ваншотит ее, а вдобавок к этому даю лег шмотку, которая рефрешит все скиллы при убийстве. Итог - ваншот скилл без кд. Могу ли я умереть на нем, не дав импакта? Почти что нет - только в ситуации, когда меня зафокусит фронтлейнер или скилл решит сам улететь в танка. Но в любом случае, это не единственный пример беспроигрышной игры. Старт я проходил на ледяном маге, который вносил тонну урона множеству врагов. Strong Badia вообще самостоятельно играет под управлением ИИ и переигрывает любого другого перса. В целом то игра интересная, не просто так я в ней залип на 50 часов. Однако, опять же, все это время я провел, не испытывая трудностей, а под конец и вовсе уже скопилось лям голды, на которые я могу создавать идеальных персонажей по набору скиллов. Что хотелось бы еще отметить - скудный набор реликов. Их вроде бы немало, но они довольно однообразные: коммонки дают бафф, анкоммонки дают тот же бафф, но чуть-чуть сильнее и с дебаффом. Из лег нормальные только рефреш и ревайв. Прокачка скиллов вышла не самой интересной, как по мне. Для примера: есть один скилл у чемпиона Атрофии, который постепенно жжет врагов направленным лучом и у него на 3 уровне прокачки добавляется эффект, который снижает урон у врагов, которые подверглись лучу. Ни у одного другого скилла я такого не видел. Эволюция скиллов в основном дает выбор между повысить урон навыка и уменьшить эффекты контроля или наоборот. Или просто повысить количество снарядов (если они есть у навыка) и понизить урон снарядов (и наоборот), что звучит вообще бессмысленно. В общем эволюция и навыки сами по себе скучные в прокачке. Арены здесь однообразные и не имеют препятствий, что лишь укореняет сложившиеся минусы в рутинности игры. Мультиплеер у меня не загрузился, что без запрета, что с разными запретами. Если разрабы добавят челленджа в игру и какую нибудь цель (а у меня она кончилась на моменте, когда голда перевалила через край и каждый бой оказывается выигрышным), то игра будет топ. А пока что она среднячок, который, однако, заслуживает внимания.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 946 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game scratches the 5v5 itch and lets me sit back and enjoy on auto-battle, or take a mechanical character and pilot them myself. Only wish is for a few more alternate game modes like a full 3v3 season, more drafting mechanics (like the ability to draft champions and relics), and a legacy mode where you make a unit and pilot them through different teams and situations. Overall: 9/10 (tons of fun, worth the price)
Fantastic game!
yeah, is actually really good. Wasn't sure I'd like anything in the 'auto-battler' category but this is addictive and fun.
这也太上头了,这对吗,我本来只想试玩一下的说
FUN
20260907 (SEP 7, 2026 review) Weird game name (it grew on me though), but seems the best take on an arena-master game. You get to play as one of your characters when you play a combat match or spectate your team fight another team. So many classes, so it keeps things fresh. If anyone is expecting perfect class-balance stuff, just look at World of Warcraft who worked on that for over a decade - seems not possible. But plenty of options. Leveling characters feels meaningful. relics are the only equipment for your characters, which I think is a welcome addition as opposed to making equipment overly complicated where it becomes a chore. You will get offers to buy your characters. Selling your bread-winner GOAT character may be a hard choice, but sometimes the money can be hard to say 'no' to. You can get building upgrades to improve training for your characters, and pay for head-hunters to recruit characters for you, where you look at the stats of them (gray, green, red), and look for 'green' as the high-scaling stat that has a growth bonus. Dev has being doing tons of updates as others are citing. 35+ hours in so far and have reached the highest level arena bracket/division so far. but its early access. About to start a different run on harder difficulty. I don't think I have learned all the ins/outs of the game so far. Seems like it has more depth to be found. 2-D, top-down games like this really have the ability to make lots of mechanics much more feasible than the 3d, 1st person ones that I have played. Some comments may gripe about balancing of classes, but that is to be expected type of things in this kind of game. No complaints from me on that end. Feel free to pick the classes that you have the most fun playing and get you the most results. Some have criticized CC's (crowd controls) such as polymorph (turning enemy into a sheep or pig) not breaking upon damage. I think the mechanic works just fine. Post-battle stats are very helpful in determining what characters are working or not working for you. Lots of charts and stats on characters from other competing teams, but I haven't yet realized the advantage of browsing them yet (maybe its just a novelty for now). Probably only improvement ideas would be (i realize its early access): 1.) playing as a healer character, was thinking back to my days of world of warcraft where i would get mods to get health bars of my party members so i could see and heal them easier. Guess i haven't figured out the best way to do that in this game. I see the bars at the bottom, but a lot of eye movement tracking-work to do that. 2.) wish there was some kind of better tracking on camera movement on the main character i'm playing as in a match. seems there are map grids that determine when the camera moves, instead of centering on my main character all the time 3.) some way to clearly indicate where my character is. Sometimes an ability teleports or smacks my character around the arena, and I can't find where my character is, losing valuable combat time in the process. I have seen other games have this issue even after full release. Am not saying I have a great idea on how to accomplish such clear visual delineation - maybe a icon above the head (like in football games) or white outline - again, not sure the best way to do it. Really excited about this game. keep up the good work!
10/10 devs constantly update the game with great improvements so much potential in this game already.
游戏很好玩,但是AI俱乐部太自闭了,把闪光人和冠军人一顿买然后就再也见不到了,我升入丁级联赛以后就再也没见过商店刷出冠军人,俱乐部当然也绝对不会卖。可以参考一下现实中足球俱乐部的逻辑,有的俱乐部就是为了赚钱而存在的,他们培养高价值单位的目的就是卖了赚钱,而不是拿冠军。同时在俱乐部遭遇经营困境时他们应该变卖他们的高价值队员,比如降级的时候,或者急需升级设施的时候。还有,自走棋本身就有“卖血”的玩法,如果靠出售强力队员快速提升设施,是否可以考虑给一些奖励,比如说一些学院类建筑是否能提升刷出高价值技能的几率,从而实现厚积薄发
E' il gioco di questo genere (gestione team arena e battaglie automatiche) più bello a cui ho mai giocato. Aggiornamenti continui: ci stanno lavorando seriamente per migliorarlo, ma già così regala molte ore di divertimento. Ottimo lavoro.
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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.
Players also reviewed
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