
Frontline Command is a auto-battler roguelite where you draft your squad of soldiers to victory! Use strategy and combat skills to outsmart your opponents as you navigate challenging battlefield scenarios.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Join the fight and lead the offensive!
Frontline Command is an intense auto-battler roguelite that challenges you to build and manage your squad in tactical combat. Set in a war-torn world, you control a team of elite troopers, each with unique weapons and skills that can be enhanced through strategic synergies. The game offers diverse gameplay with over 25 unique units and countless upgrades that allow you to craft the perfect army and adapt to ever-changing battle conditions. As you progress, you'll face increasingly difficult enemies, testing your tactical prowess and decision-making.
Unique Generals and Units: Choose from six different generals, each with distinct playstyles, and use more than different 25 units to fit your strategy.
Roguelite Replayability: Every battle is different, with procedural generation of enemy forces and strategic relics to keep each run fresh and exciting.
Strategic Depth: Perfect your tactics with a variety of unit combinations, leveraging synergies and powerful relics to defeat increasingly challenging enemies.
This game is perfect for fans of auto-battlers and roguelites looking for an engaging challenge with endless replayability. Build your strategy, test your limits, and see if you can lead your troops to victory!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Spanish - Spain, Portuguese - Brazil, Portuguese - Portugal
Reviews
[h3]RANKING:[/h3] [table] [tr] [td] [h3][strike]AVOID | FLAWED | MAYBE[/strike] | [b]WORTHWHILE[/b] | [strike]COMPELLING | UNMISSABLE [/strike] [/h3] [/td] [/tr] [/table] [h3]SYNOPSIS:[/h3] [table] [tr] [th][b]ASSESSMENT:[/b][/th] [/tr] [tr] [td] Frontline Command is a nice little military themed auto-battler that looks & sounds like a flash game, but hides deceptively plenty more under it's bonnet. A fluid gameloop is a solid platform for a fast-paced, uncomplicated experience. One that provides somewhat deep strategy from an assortment of relevant mechanics. Combat may be completely hands-off, but the means to victory comes from synergising commanders, relics, unit types & their placement & proximity on the battlefield. Immersion suffers from a lack of perma-death & rewards that are granted even in defeat. It may only have one mode, but this is eventually broadened by many unlocks, to ensure notable replay value. Very playable & highly enjoyable, its a [b]WORTHWHILE[/b] game to play. [/td] [/tr] [/table] [table] [tr] [td][b]STATUS:[/b][/td] [td]Looks complete with no additions to come [/td] [/tr] [tr] [td][b]APPEAL:[/b][/td] [td]For fans who like roguelikes & simple, contemporary military themed auto-battlers with decent depth of mechanics [/td] [/tr] [tr] [td][b]VALUE:[/b][/td] [td]Price is warranted if planning to play through more than a few times [/td] [/tr] [/table] [quote=]Key provided by the developer through my curator [url=https://store.steampowered.com/curator/40556040-The-Irregular-Gamer/][b]THE IRREGULAR GAMER[/b] [/url] | Click to follow & get updates[/quote] [i]More info below....[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=3656256755 [h3]CONTENT: [b]OKAY[/b][/h3] ⚪ MODES consist of a solitary campaign, that changes with dynamic elements each run. Different commanders & difficulty modifiers are the main drivers used to change the experience. An endless mode would have been a boon. ⚪ CAMPAIGN consists of a series of procedurally generated encounters from a small pool of battles, events or barracks/black market visits. Accessible on a map spanning x28 nodes. With preview of rewards given only after battles. 🟡 Roguelike FORMAT encourages repeat play with a dynamic campaign, nodal map & endgame unlocks. New units, generals & relics open up additional strategy. While difficulty modifiers can be applied when replaying the campaign. [h3]ATMOSPHERE: [b]OKAY[/b][/h3] ⚪ AUDIOVISUALS paint a casual, unserious atmosphere. Pixel graphics are cute & well done, capturing the mood of the game. Unit models are mostly distinct, bar some of the infantry. The midi-esque tune is basic, but a good match. Audio-effects convey the setting, but are slightly disappointing. 🟤 IMMERSION is broken by a lack of permadeath & receiving rewards even in defeat. Dead units magically become deployable at full strength in future battles. Something like a manpower stat to replace destroyed units would have added to the strategy. [h3]DEPTH: [b]GOOD[/b][/h3] 🟡 STRATEGY has some sophistication, due to the combination of commander personality, unit composition & their upgrades which is quite engaging. Acquiring relics, increasing army size or visiting barracks/black market traders to expand army capabilities enhances this. ⚪ BATTLEFIELDS may consist of the same fixed tiled grid, but are varied enough due to different enemies combos & their deployment. Some have appropriately themed tactical obstacles such as sandbags, barbed wire, craters & mines, etc. Wish there were a few more with unique mechanics/effects. ⚪ COMMANDERS are the catalyst for strategy with their inherent bonuses for certain army types. Also contribute to a 'health' score that diminishes by the number of enemies left when defeated. A levelling mechanic & choice of upgrades to raise health &/or expand their abilities would have been more involving. 🟡 UNITS come in considerable numbers as infantry, armour, helicopters & drones. There a few exotic classes & variants. Upgrade paths of one or more options exist for most. Their abilities compliment or synergise with others. Especially in conjunction with relics. 🟡 RELICS are as varied providing bonuses to units such as extra health, armour, damage or abilities such as healing, depending on several factors inc. type, proximity or positioning of units & more. https://steamcommunity.com/sharedfiles/filedetails/?id=3656238217 [h3]EXPERIENCE: [b]OKAY[/b][/h3] ⚪ PLAYS like a mix between automated chess & checkers with military units regimentally sliding towards each other, then engaging opponents in range with whatever weapons are carried. 🟡 GAMELOOP is very lean. Choose which which battle from the choice of map nodes to undertake. Deploy troops in formation & conclude. For event or facility nodes choose from a multiple choice of rewards or possible options. Go again until the final battle. ⚪ COMBAT is simple & completely automated. Relying on unit combinations to provide scope. Relics to provide synergies. Along with position & proximity. Sequence, movement, targeting & abilities are handled by the game. Watching battles unfold is a useful tool for learning how an army works or doesn't. Victory is either attritional (kill all foes) or tactical (unit reaches the enemy's rear lines). ⚪ REPETITION would be total were it not balanced out by the changing composition of units & acquisition of relics which changes army synergy. More so by force variation & deployment, which requires rethinking the positioning & proximity of player forces. 🟡 GRIND whatever there is, is organic in relation to progression. ⚪ BALANCE remains okay as long as the player makes no/few mistakes. RNG can impact this by very little, a lot or not all, depending on the how well army make-up, relic synergies & upgrades are chosen. 🟤 MISSING FEATURES are few such as no save feature for alternate army deployments. No intel preview of enemy armies on nodes. Cannot sell or exchange unwanted relics or units. No option to earn & place tactical consumables on the battlefield. 🟤 ANNOYANCES are few & include can't undo unit or resource purchases from facilities. Targeting can be problem for longer range units, as they tend to forego nearer danger for targets further away. https://steamcommunity.com/sharedfiles/filedetails/?id=3656261613 [h3]CHALLENGE: [b]OKAY[/b][/h3] ⚪ ENEMIES are essentially the same units as those available to the player, though pressganged into configurations that are synergetic. Positioned to get the best out of mutual defence. 🟡 BOSS FIGHTS are limited in context, but well placed periodically through the campaign to ensure the player's is scaling their army at the right times. ⚫ AI is replaced by automated functionality. [h3]STAYING POWER: [b]OKAY[/b][/h3] 🟡 REPLAY VALUE is high given the roguelike format, dynamic campaign & endgame unlocks extend diversity. New difficulty modifiers become available every time a run is completed with one enabled. ⚪ LONGEVITY is limited because of a solo mode. Commander numbers & difficulty modifiers allow the campaign to be replayed until all achievements have been completed. [h3]PRODUCTION: [b]GOOD[/b][/h3] 🟡 QUALITY is simple, reminiscent of flash games. No bugs encountered during play. 🟡 POLISHED & QOL is of a good standard. Difficult to see what could be improved. 🟡 OPTIMISATION & STABILITY are without issue. [table] [tr] [td][b]REVIEWED WITH:[/b][/td] [td]Build v 1.03 INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 4GB @ 1920x1080 fullscreen, EVO850 SSD [/td] [/tr] [/table] [table] [tr] [td]Click for:[/td] [td][b][h1][url=https://steamcommunity.com/id/nourl1/screenshots/?appid=3349060&sort=newestfirst&browsefilter=myfiles&view=grid]SCREENSHOTS[/url][/h1][/b][/td] [/tr] [/table] [quote=]Thank you for reading[/quote]
Pick a general, place units on a turn-based battlefield, earn coins, upgrades, relics and resources through branching fights, and rely on smart placement and a bit of luck to survive each run. First, you pick your general. There isn’t much of a choice in your first game because only one is available; the other five need to be unlocked by completing requirements that don’t take much effort and can be done after a few rounds. Each general has two unique relics and a couple of exclusive units, and each newly unlocked general can generally be considered stronger. For example, while the first one starts with infantry units, the third general adds a useful tank. After choosing your general, you’re placed on a battlefield where you deploy your units. Placement is limited to the left side, while the right side is already occupied by the enemy. You’re also restricted to a handful of placement slots: basic units cost one slot, while stronger units cost two. This isn’t an issue at the start, as you only have a few basic units. Once your units are placed, you simply click the Start Battle button and watch them advance and attack. Combat is turn-based rather than an all-out brawl, meaning units move or shoot one at a time. Fortunately, there’s a fast-forward button to speed things up. Units only move forward and don’t chase enemies across the battlefield; they will shoot when something comes within range. Everything depends on the unit type. A mortar unit, for instance, has a range of 10 squares, while a shotgun unit only has a range of two. In addition to range, each unit has health and damage values, and some also have shields that block part of the incoming damage. A battle is won either by destroying all enemy units or by reaching the opposite side of the battlefield. The latter is why placement matters: a fast unit can slip along the edges and win a battle on its own, even if you destroy the majority of enemy units in the center of the battlefield. In either case, you earn one coin for each surviving unit. On the other hand, if the enemy wipes out your units or reaches your side, you lose one heart for each enemy unit still on the battlefield. Your units are never permanently lost, and you can continue progressing even after a defeat. However, if you lose all your hearts, the run ends. After each battle, you choose your next destination. There isn’t much variety, as you usually pick between two battles with different rewards. One might grant a new unit, while the other upgrades an existing one. Rewards are random, and you select one option from a pool of three. Another type of reward involves resources. These encounters also include a battle, but instead of units, you choose between 10 coins, restoring three hearts, or gaining one additional unit slot. There are also events that grant free resources, as well as shops where you can buy units and relics. After a few normal battles, you’ll encounter an elite battle. Completing it rewards you with a relic, chosen from a selection of three. One important thing to note about relics is that they only affect specific units, which are clearly indicated next to each relic. For example, one relic spawns a basic soldier when a vehicle is destroyed, which doesn’t apply to non-vehicle units such as flamethrowers or snipers. Another relic damages three random enemies, but only if you have a helicopter unit on the battlefield. As is often the case, success depends heavily on luck with rewards. Getting a tank is nice, but a helicopter might be even better, as it can fly over obstacles and fire twice per turn. You might also find a relic that adds area damage or gives unit an additional bullet. The best, however, are relics that damage enemy before the start of a battle. Again, helicopters win in this one because they have two relics that fire a few shots at a random enemy. If you’re lucky, you might kill a unit before the start of a battle. There are no rewards after a failed run, so all you can do is start over. However, in addition to unlocking new generals, there are also achievements that unlock new units and relics for future runs. The requirements are clearly shown, and you’ll often unlock them naturally after a few attempts. After beating the game for the first time, which doesn’t take long, you unlock the next difficulty level, which adds a gameplay modifier. The first two, for example, increases shop prices and lower the number of hearts, and later you'll have to deal with less unit space and increased enemy health. They significantly raise the game’s difficulty, and the once-perfect combination of units and perks that carried you before is no longer sufficient. At this stage, it also becomes clear that some generals are not well balanced for higher difficulty settings, and you'll probably have to get very lucky to beat them.
Really enjoyed this low-fi tactical auto-battler. Each complete run can last up to around an hour with choices along the way to improve your numbers, upgrade your units or take resources. The choices along the way and various upgrade trees add variety as you work out what to do better in the next run to make that final boss. Don't miss the guerrilla bonus fight along the way! The diversity and variety is further added to by 6 different mission leader who all have specialisms and perks, making for a very broad total of scenarios. Topped off by lovely 90s art and sound, and a very fair price, definitely worth a pop if you like your rogue-lites and auto-battlers
Solid 10 hours of gameplay if you plan to 100% the achievements, and if you plan on beating the game with each character at the highest difficulty expect even more play time! Looking forward to future updates & more games from this developer :D
Très très bon jeu, je recommande fortement. Rogue like auto battler très satisfaisant. La musique est pas mal non plus.
Just finished the campaign for the first time, quite surprised by this game, enough depth to try different types of armies while still being chill !
Nice game ! Loved the different dynamics between each general which make it replayable ! The soundtrack fits perfectly the aesthetic of the game. Really worth the price !
Great roguelite, difficult enough, accessible enough. Loosing only makes you want to start a new run
A great autobattler with a surprising amount of depth to it. Great variety in runs as each of the units has completely different possible paths that support numerous playstyles. Worth it at full price for me for sure!
Great game with solid tactics! You really need to think carefully about what to buy/how to position your units to progress through the story, a satisfying aspect of the game. I recommend it!
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Related
| 10 Seconds to Win! | $1.7K | 148 | 94% | $0.69 |
| Let's Learn Japanese! Hiragana | $1.7K | 125 | 87% | $0.99 |
| Outside the Window | $1.7K | 62 | 90% | $0.99 |
| 魔塔三国之群雄争霸 | $1.7K | 67 | 87% | $0.99 |
| Bermuda Survivor | $1.7K | 54 | 87% | $1.49 |
| REAPER | $1.7K | 80 | 79% | $1.04 |
Related
| 7 Days to Die | $425.3M | 403.6K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Squad | $166.4M | 240.5K | 81% | $39.99 |
| Don't Starve Together | $164.7M | 539.6K | 95% | $14.99 |
| Schedule I | $144.4M | 308.6K | 98% | $19.99 |
| Raft | $144M | 375.8K | 93% | $19.99 |