
The autobattler where the market IS the balance patch. Build your team, cast your spells, create powerful relics, optimize synergies - but watch the ticker. Every minion you buy raises its price for every player. No permanent metas. No overpowered favorites. Just tactics, and flawed ones at that
Modeled estimate, not a reported figure. How we estimate →
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About
Flawed Tactics is an async and live PvP auto-battler with a unique mechanic: a live market that automatically balances the game.
Every minion and spell has a price - and that price changes based on what every player on the server is buying. Popular choices get more expensive. Ignored options get cheaper. No patch notes needed. The market does it automatically, for every player, every game.
There's no such thing as a permanently overpowered strategy here. The moment everyone starts copying your build, it starts costing more than they can afford.
The deeper you go, the more Flawed Tactics opens up:
Evolve — combine minions to unlock their most powerful form. Focus on synergies with other minions to create a team that scales over time and supports each other in battle.
Spells— make your minions vampiric, give them haste, convert an enemy to a pacifist or just steal the minion outright. Spells are a critical element to the strategy and survival is not possible without mastery.
Relics — created by spells they offer permanent benefits for the remainder of the game. Some give you an extra minion slot. Some alter how your entire roster fights. Some provide scale late game, but only if you can survive the early rounds.
The shifting meta — because prices update in real time, your next build may need to adjust. The best tacticians aren't the ones who find the strongest combo. They're the ones who spot what's undervalued right now.
Before the first round begins, you make two key decisions:
Your minion pool - choose 8 minions that will form your roster. Every random offer in the buy phase draws from your pool, not a shared one. Less chaos. More intent.
Your spell pool - choose 8 spells. Some buff your minions, some curse your enemies, some create permanent relics that reshape your whole strategy.
Each round, spend gold to recruit minions and gems to cast spells. Combine identical minions to evolve them into more powerful forms. Cast spells to increase scaling or just survive the round.
Then position your team on the hex grid. Watch them fight. And plan your next move.
Async PvP - Take your time. Browse the market. Cast your spells. There's no turn timer breathing down your neck. Face the ghost teams of real players who played this same round, then move on when you're ready.
Live PvP - Play in real time. Your opponent is watching your formation right now. Every spell you cast, every minion you position - they see it. Counter or be countered.
Both modes available at the same time - queue for Live while playing Async. When the Live PvP game is complete, pick up right where you left off in your Async PvP game.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Indonesian*, Japanese*, Korean*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Spanish - Latin America*, Thai*, Traditional Chinese* +1 more
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Fun!
재밌음
this game is so out of balance, 15 games played, 15 looses, everytime the same overpowered players with double the amount of monsters on field and double evolved, and yes i have the same units and i have the needed spells, its not possible right now
게임이 알파버젼도 아니고 그냥 2,3일만에 만든 거 같은데?
Feels like a very early access prototype. Interesting concept, but needs polish. I trusted the reviews and bought before playing the demo. Only reason I'm not refunding is because I should've played the demo first. My bad
If your reading this, I know the question your asking: will it be worth your time and money? Kind of. Its cheap enough that its worth a shot if you like auto battlers. TLDR Pros: Its cheap, has potential, and is built around an interesting concept. It is a "finished" product. It will run on a cell phone. Cons: It shows its a budget game, its got minimal content, and it is very niche. In more depth; I found the game interesting. As you will quickly realize, alot of the game rides on its unique concept; cost of units and spells automatically adjust to the "market". The more a paticular thing is being used, the more quickly the price will adjust. Once in matches, the price is locked in until you return to the main menu and then those costs adjust back to market. This concept makes balance self adjusting - you cant complain about something being "broken" because it will be corrected in short order. As big brained as this concept is, it will require some fine tuning. I actually found it a little annoying to make a successful run, then find my build was now much more difficult to pull off because the market had increased the price of my build while i was playing. The shifting meta was too fast and started becoming frustrating. Its a skill cap, but I can see it actually turning off alot of people. Maybe slowing it down a little to a daily/weekly thing might be better for us oldies? The actual gameplay is in all honesty fairly vanilla. Auto battlers are usually a bit dry in this sense by virtue of the genre so i can forgive it to a degree, but If your going to be watching things doing the fighting, it helps if its amusing to watch - things that are polished or layered upon in other games and autobattlers, such as the visibility of attacks, explosions or special effects, are very much absent here. Most things just swing their fists, which is not paticularily entertaining, and frequently difficult to see. Special abilities that summon or have effects have no animations or clear indicators. Units that have been "enhanced" by spells have no additional visual indicators, and the more units the more of a confusing mess it starts to be. Another small but annoying thing; units will change targets to whatever is the "weakest" unit in range. In other battlers once on a target they often "lock" in until that enemy is dead. Its a small detail, but this makes having a front line important, and positioning matters more. Not here. When your softer back line runs in, they are just automatically shot down or beat down by the surrounding units unless a unit flagged as a "tank" is nearby specifically to tank. Another mechanic that seems to be lacking; no "teams" or "class" synergies to create exploitable combos between units that normally would have no synergy, but might share a theme. Hopefully this is added in some form later. The unit design and spells seem to be intentionally tepid; they have no real theme and the designs seem intended for simplicity, possibly out of necessity. They are all kind of generic, inoffensive and cutesy which doesnt jive with the idea that they are battling to the death. Music and sound effects are simple and emphasize the "budget" nature of the game. While people hardly play auto-battlers for deep stories, background or philosophical answers it would go a long way here if units actually had a few details. It very much seems like a strategic game with a casual phone game skin. One other minor thing; I get its the name of your studio, but the name of the game is a bit too on the nose, You could have thought of something a bit more appealing or catchy yea? Like Awsome Tactics, or Sandbox Tactics, or Wall Street Tactics? Anyways, its fun for what it is, its cheap, and it has potential - but it begs for more refinement and polish. Worth a shot/10
fun
The name of the game is misleading.
Biggesd Trash ever i seen! Just Cheaters and no Help! I reo this Game and this Creator will be mad! Und dann sieht man nur Russen ec.! Das sagt schon alles oder? Der IngameName ist "Kuszka" ! Sagt alles oder?
nice game
Related
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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