
A roguelike autobattling deckbuilder. Draft an army of… Succubi? Tax Accountants? Whales? It’s up to you! Discover thousands of possible synergies based on what fighters you choose. Fights are snappy and turn-based. Recruit your army and let them fight for you!
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About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 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
Is there content here? Yes Have the devs made it fun? No. Learning at the start, you check out plenty of classes and feel the game has some serious depth. And it does! There are plenty of cool things that work with one another but the problem is that the rounds go too high without any sort of modifiers. You end up having to do the same sort of reliable combos over experimentation. This is something that can be easily fixed by adding more unique modifiers throughout the campaign but they struggle to do the bare minimum to even get you there. You unlock new starting teams but those starters don't even remotely matter because the goal you have set is so high. You can't reach it without a reliable infinitely stacking combo. It's a shame because the game is fun if it had some tweaks. The campaign just feels like the same thing over and over and not in the good way. Nothing feels unique. It's just boring. Can't recommend in its current state.
Really wanted to like the game, but some very strange design decisions. Being punished for doing well early forces you into very specific curves of build powers. Huge reliance on luck, which normally would be fine but the runs are very long. This is compounded by the fact that the game lacks basic QOL features like animation skips/options.
It starts fun, then reveals how little it cares about your input. At first glance, this game seems promising. The art's solid, the idea is interesting, and it feels like there's room for creative builds. But once you get past the honeymoon phase, it becomes clear: the whole thing is a dice roll pretending to be a strategy game. Everything relies on luck. There’s almost no player agency after the initial pick, and even that is manipulated. Challenges routinely hand you garbage units (zombies that heal bosses, for example), and the only "solution" is to replay the same scenario over and over until the RNG finally cuts you a break. Worse, the devs have confirmed that some units have intentionally lowered drop rates in certain challenges—meaning even if you figure out what build would work, the game goes out of its way to keep it from you. It’s like they’re daring you to have fun. And if you bring this up? You’ll get the usual canned “this might not be the game for you” response, or a smug “we meant for it to be this way.” It’s clear they’re not interested in feedback unless it’s praise. Honestly, it feels like they paced the game just well enough early on to get people past the Steam refund window before the real frustration kicks in. After that, it’s just grind and pray. If you enjoy watching chaos unfold with basically no control, maybe you’ll have fun here. But if you’re looking for something where your decisions actually matter? This ain’t it.
This was going to be a recommend from me, but as far as I can tell there are missions missing and no way to get the achievements.
The more you play, the more the game opens up, the more fun you have. The intro helps guide players through the iterative process of learning from your mistakes and finding OP combos. Way more depth and fun than Luck Be a Landlord. This one's a blast.
Once I passed the Prologue it became far more difficult to synergize my build or be able to deal any considerable damage. The only builds I've had consistent success with are those that mark your units for destruction, the irony being if you destroy too much you won't be left with anything to deal damage in the first place.. Chaos and randomness is always fun but when there's too much it leads to frustration and not being able to progress, therefore I think I'm just going to uninstall this. I will say I enjoyed my time with the Prologue missions but after that my enjoyment crashed and burned. I can't say I'd recommend this game.
Its like luck be a landlord but with more interactions. If you liked luck be a landlord you will like this game, this game has more builds and more ways to pivot a build mid run. Its not like it does laps around luck be a landlord, they are both good games. But i feel like MMM has expanded on the ideas of LBAL in a worthwhile way with its own (weird lol) spin on it. TLDR: A great slot machine roguelike on par with luck be a landlord
Sat down to try out the game. Played for three hours. As a fan of Luck Be a Landlord, Endgame of Devil and emergent gameplay, I really dig this game! 18 hours in. Still enjoying the game BUT success IS HIGHLY dependent on RNG with little you can do to mitigate it, at least at 18 hours in. I have played the same battle over dozens of times only to come up short at the last boss. Difficult but enjoyable but I feel that it needs more ways to leverage the RNG and roll-overs for unit stats are sorely needed.
Very fun and challenging slotbuilder! Probably my favorite in the entire subgenre, has inspired me to work on various slotbuilding games and concepts of my own to explore the design space. Definitely going to be one of my inspirations I'm gonna be recommending and jamming random games of for many years. In particular I like this one's aesthetics, tone, theming, humor, and just base concept, but also the sort of specific ways builds slot together really tickles my brain. Most of all though, how this game approaches progression by having these various challenge missions is so neat, more games should do this! The game's not perfect of course, I'm not a fan of how funky some of the UI quirks are that end up wasting your time by sliding the screen all over the place on the map, or how the main menu button is in the same spot as the end turn button, or how it's quite slow at times and if you click too fast it will glitch out and you have to restart your run. Also, a lot of the language is kind of vague and you have to kind of infer how they work, even with shared keywords like destruction and protection. Hustle Goblin is probably the most egregious of this. The game would probably benefit from tooltips or popup definitions of what each keyword means, or perhaps some entries in the codex? I do love the game though, very thankful for the custom mode as well which is what will keep me playing for a long time; even if it's just to jam a couple of overpowered runs, or do like some self-imposed challenges. Some stuff I'd love to see in a sequel since I doubt there will be any DLC or future updates: overhauling of a lot of the units (there's a huge power disparity between units, as in the breadth between draft chaff commons in Magic and bomb mythic rares. Even among rares there are just duds, like Heavy Machine Gun which is laughably weak imo) custom challenges players can create, custom campaigns, world tour, seeded runs, expanding the custom mode to allow you to pick your starting squad and to make the various "only X units available for recruitment" a more uniform setting where you can just toggle the unit types and rarities. Also maybe some upgrades and perks outside of units, like the ability to choose a different commander? Sorry for rambling, I do love the game like I said. Game's fun, even if it's just to the specific way my brain is wired.
Pretty nice. Works very similar to games like "luck be a landlord", except you choose your militia (add single actors per round) that all get shuffled and then randomly distributed over a limited playing field. As with other games of the genre, you need to build synergies between certain actors and while there is certainly an RNG element here, so far, it seems very well balanced. Certain synergies are built by adjacency alone, while others hinge on transforming, destroying or even preventing the destruction of certain pieces. There are so many possibilities here and the satisfaction for pulling off some obscure synergy that melts through a 10k boss in two rounds is real. I played the free demo on armorgames website and really liked it, so I finally remembered the game and bought it in an instant. It is really fun and the first hour passed by in a breeze. Definitely a recommend from me. The weird and often silly tone of the game add to the fun, especially the description of most of the bosses. For 10 bucks, I think this is a steal, but then again, go play the free demo on armorgames if you don't believe me and try for yourself. It's a fairly long demo too. Really cool idea from the dev, while the genre is nothing new, the idea for this particular game and the disigns around the core idea definitely make it stand out.
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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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