
Holder of Place is a Roguelike Auto-Battler Card game. Recruit different follower cards, arrange them, watch them fight ever-stronger enemies. Along the way, unfold a dark science-fantasy tale of a ruined kingdom, meet strange characters, and visit exotic locations.
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About
In a long dead kingdom, a young dragon has unleashed a primordial gloom that swallows anything it touches. Your quarry lies now in the heart of the kingdom; Can you endure the monsters that lurk and halt the spread of the dark?
Gather your companions. Hold tight your faith. Acquire new strengths and venture into the endless night.

Holder of Place is a roguelike auto-battler card game. Each run you are sent deeper into a strange and fading realm, where you alternate between intense combat encounters, strategic follower choices, and unpredictable event opportunities — all leading up to a final confrontation against the Dragon.
Along the way, you meet random casts of followers with unique traits, and must decide who to RECRUIT into your party. You ARRANGE them so that they open up different paths of synergies and strategies. You WATCH them fight waves after waves of increasingly difficult adversaries, beasts, past nemeses, and sometimes... even yourself.
Wanderer, roam through dreadful dreams, ancient battlefield ruins, arcane cult enclaves, and beyond. Unearth darker secrets — about your past life and lost love in the kingdom, and the true origins of the Dragon.

Fast paced auto-battler gameplay
Recruit from 150+ unique followers and trinkets
Explore the ruins of a dark science-fantasy world
Challenge yourself in the ever-changing Reliquary Mode
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 40 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
I cannot recommend this game strongly enough. This game costs half a sandwich of money. Did you eat a sandwich today? OK... well tomorrow just order the small and get this game. I am not gonna say a word about the story or the art or tone or this strange feeling the game gives me because you will play it and I want you to find out for yourself. Dear Alibi Games, Please call your mothers today, you deserve to feel how proud they are! You really have made something special here and I am sure you are aware that your company philosophy is setting the tone for the future. Thank you for making something good. Love, Allan Dear Other Game Publishers, This is the standard now. This is the state of the art. This is how much art can cost. Step up or stop.
Absolutely worth it. Would definitely buy a DLC for the price of a full game (which is neglectable even for my third world kingdom). I haven't played a lot yet, but I must say the lore is there and it is fascinating. The setting feels like something new for a guy like me, who didn't read a lot of books or see a lot of movies. The manner in which lore is given is captivating, intriguing. The gameplay has a lot of different combinations to offer, and I get that click of satisfaction when something I thought about ends up working great. Not sure if it is as big as Slay the Spire or no, but it is certainly cool to explore. Visuals are beautiful. Especially the followers, pure pleasure to look at. Highly recommend.
Holder of Place is something special, I can't really put my finger on it but I think it has something to do with the vibes. It's quite a hard auto-battler, I've lost way more times than I've won and it feels rare to stumble into a powerful build and I dunno, it's still great. One thing I can put my finger on is that I absolutely LOVE the UI design, so damn slick.
Holder of Place, developed by Ardent Fields and published by Alibi Games, is a roguelike auto-battler that builds its identity around careful planning, synergy, and a quietly haunting atmosphere. While it draws from familiar foundations—assembling units, arranging formations, and letting combat resolve automatically—it distinguishes itself through a strong sense of cohesion between its mechanics and its world. The result is a game that feels deliberate and focused, offering a strategic experience that rewards foresight and adaptability over reflexes. The core loop is structured around recruiting followers, organizing them into formations, and sending them into encounters where battles play out without direct input. What makes this engaging is the emphasis on positioning and interaction between units. Each follower comes with unique abilities and traits, and their placement can significantly influence how those abilities trigger or interact. Deciding which units to combine, how to arrange them, and when to replace them becomes the central challenge, turning each run into a series of meaningful decisions rather than reactive gameplay. Success often hinges on understanding how different elements complement one another, and discovering effective combinations can be deeply satisfying. Variety plays an important role in maintaining that engagement. The game offers a broad selection of followers, items, and potential builds, ensuring that each run presents new possibilities. Rather than relying on a single optimal strategy, players are encouraged to adapt based on what is available, experimenting with different synergies and approaches. This balance between randomness and control is handled well, as the game provides enough consistency for skill to matter while still introducing enough variation to keep each attempt feeling distinct. The pacing of a run is steady and deliberate, moving through a sequence of encounters, choices, and occasional narrative elements that gradually build toward a final challenge. Along the way, fragments of story and environmental details hint at a larger world shaped by decay and uncertainty. The narrative is not presented in a direct or linear way, instead emerging subtly through repeated play. This approach complements the gameplay, allowing players to focus on strategy while still absorbing the tone and atmosphere of the setting. Visually, the game leans into a subdued and melancholic aesthetic that sets it apart from many others in the genre. The art style emphasizes muted tones and a sense of quiet desolation, reinforcing the idea of a world in decline. While the presentation is not technically elaborate, it is cohesive and effective, creating an atmosphere that feels consistent with the game’s mechanics and pacing. The overall design avoids unnecessary complexity, ensuring that the focus remains on clarity and readability during both preparation and combat. One of the game’s strongest qualities is its replayability. The combination of varied units, evolving strategies, and incremental learning encourages players to return for multiple runs. Each attempt provides an opportunity to refine understanding, test new combinations, and approach challenges in different ways. However, this replay value is closely tied to the appeal of the core loop. Because the structure of the game remains consistent, those who do not find satisfaction in its strategic planning may begin to feel a sense of repetition over time. There are also inherent limitations tied to the auto-battler format. Since combat resolves automatically, much of the player’s involvement occurs before the battle begins. This can make the experience feel somewhat passive, particularly for players who prefer more direct control during encounters. Additionally, while the variety of options is a strength, certain combinations can feel noticeably stronger than others, which may reduce experimentation for players seeking the most efficient path to success. Despite these drawbacks, Holder of Place succeeds in delivering a cohesive and engaging experience that understands its own strengths. It does not attempt to overwhelm players with excessive systems or complexity, instead focusing on refining its core mechanics and presenting them within a distinct and atmospheric world. The emphasis on planning, synergy, and gradual mastery gives the game a satisfying rhythm that holds up well across multiple sessions. In the end, Holder of Place stands as a strong example of a well-executed roguelike auto-battler, offering depth through thoughtful design rather than sheer scale. It may not appeal to everyone, particularly those who prefer more active gameplay, but for players who enjoy strategic planning and discovering effective combinations, it provides a rewarding and memorable experience. Rating: 8/10
Encontrei esse jogo na itch.io e fiquei completamente viciado na demo, e agora que finalmente comprei na steam, estou mais viciado ainda! O jogo é fácil, rápido e intuitivo de aprender, então quando você percebe já está em mais uma run. Todos os designs são únicos e irados, além de ter um worldbuilding muito interessante para quem se interessar em ler. Recomendo demais.
It was quite simple at first, then once you've collected the additional starting characters - the game changes into a rather difficult relic hunt. Relics being what changes the difficulty of a run. Each can provide a very different challange. * It would have been nice for them to add a way to tell which relics you've already collected without memorizing the entire list. For around ten bucks, not bad.
I first played it in college, when it was still available on itch.io. Thank you for creating such a memorable experience. I never comment on Steam, but the game is so good that I had to leave a recommendation.
This game lets you make a lot of bees and dogs and bullets and I find that TERRIFIC achievements come in after the game is closed and sometimes it lags a lot, but it's okay <3
Very fun, Nice roguelike aspect with the cards and the shop. It'd be a great idea if you were to be able to alter decks with your own selection of cards. W game!
its aight
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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