
Relic Arena is an 8-player free-to-play autobattler by Dota 2 personalities SUNSfan and Jenkins. Equip heroes with historical relics, that provide unique abilities and upgrades, under the command of legendary historical figures such as Cleopatra and Harambe.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About

Relic Arena is a free-to-play multiplayer autobattler from the unhinged minds of Dota legends SUNSfan and Jenkins. Build your own heroes, craft insane combos, and rewrite history with style!

Unlike other autobattlers, units are free—you just buy the spells. Each round, grab historical Relics from the shop and slap them onto any unit you want. Every Relic provides unique abilities and upgrade paths, letting you craft deadly combos on the fly.
With 85+ Relics and 3 upgrade paths each, no two games will ever be alike.

Leaders don’t just tweak the game—they rewrite it. Want to destroy your enemy from the inside out? Try Vlad the Impaler. Want to master the economy? Pick Karl Marx. Or are you just hungry for bananas? Then Harambe is the leader for you! Every Leader has a unique ability that can be leveled up, unlocking game-breaking powers.

Buying the same Relic again powers it up—unlocking Super Upgrades. Max it out, and you’ll get a Juicy Upgrade: a devastating power spike that is so strong, it can end the game outright.
But you will have to choose carefully what you invest gold in. Go all-in on one Relic? Spread your gold between many Relics? Level your leader? The right call could win you the game… or cost you everything.
Genres
Stats
Languages: English*, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
surprising depth for a game of this nature, add a zoom in option or a ground camera angle!
very fun game, needs better marketing
I've had a lot of fun playing this. The style is lighter, more goofy. After over 100 hours, I feel like I'm still playing around to find different ways of playing that work. There's a good amount of variety already, and they're regularly updating to add new leaders, items, patches for balance. I get low FPS on my rather basic laptop, but it's good enough for an auto-battler. It's definitely worth checking out.
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Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
D*cks out for Harambe
Amazing game, criminally underrated
gg
游戏难度可比多多自走棋大多了,要是有公会开公会战就更好了!玩了几天每天进步一点点。。。多一些拿金币的渠道
Update: Pros: Fun and unique pretty funny Cons: Playable characters are pay walled. Rerolled are pay walled. Unbalanced If you hate to fight against pay to win players dont bother downloading, pay wall characters are OP
Spiel verfügt über kein balanciertes Matchmaking geschweige den irgendwelche Mechanismen die das Spiel fördern würden. Es gibt nur Anfänger und Endprofis und da die Anzahl aktiver Spieler einfach zu klein ist werden diese zwei Gruppen wild und hirnlos miteinander gemischt, so das die Leute einfach schnell frustriert abspringen, 0 von 10.
Relic Arena is an unironically deep and satisfying game with a polarizing aesthetic. THE HUMOR I'll start with the most vocal complaint about this game: the humor. Many people describe it as cringe. To be more specific, the humor is a mixture of chronically online and zany. For example, there is a character you meet in the tutorial named Discord Admin, he is depicted as balding and obese. Another example, you can play as Abraham Lincoln and use an emote to make him say the line, "I'm going to f--k you up". Fortunately, most of the cringe is confined to the tutorial, and fades into the background when you focus on playing the game. THE GAMEPLAY At its core the game is an auto battler that revolves around buying abilities called relics for the characters on your team. There are up to 4 characters on your team and every character can have 4 relics, with some exceptions. Generally, you buy relics to synergize with each other to maximize their effects. Maybe you buy a relic that grants a character AOE damage in a radius around themselves and then you buy another relic that allows them to quickly jump on top of the nearest enemy. Maybe you buy a relic that boosts the nearest ally's attack speed and that ally has a relic that increases their damage with each attack. On top of relics, at the beginning of every match you get to choose a leader to play as. Leaders have special abilities that can influence what relics you end up going for and overall how you play the game. Finding interesting combos is in my opinion what makes the game fun. As a high rank player of the game who plays with other high rank players, I am impressed with the diversity of ways in which you can play the game while still being competitive. When it comes to balance, the developers have done a good job at identifying things that are overpowered and adjusting accordingly, that being said, balance is an ongoing thing. But so far so good. In other reviews some people were saying the game was luck-heavy. I have to disagree. Although luck is a part of the game, there are plenty of things that are within your control that you can do to improve your odds of winning, in example: which relics to pick, the order in which to cast relics, the positioning of your team, choosing to upgrade or not upgrade your shop, etc. MONETIZATION The game is free-to-play and every leader can be unlocked without spending real money. You can also obtain a generous amount of cosmetics for free by just playing. NOTE: as of this review Harambe can only be obtained through buying the battle pass, but you will be able unlock him with in game currency after the battle pass ends. A more controversial point is what one of the game designers calls "pay for convenience". For example, you can spend real money in order to have a quality of life feature that is bookmarks. During a game, you are rolling a shop of relics, very occasionally there may be something you meant to grab but accidently skipped over because you forgot. So wouldn't it be nice if you could bookmark that relic so that a little icon would appear next to it when it appears in the shop to remind you to pick it up? That's "pay for convenience". Does that give paying players a slight edge? Yeah, probably. Do I feel like I'm playing at a disadvantage? Not really. I'll let you decide how to feel about it. COMMUNITY This is more subjective, but part of why I have played this game for over 200 hours is because of the small but passionate group of people who have already formed around the game. The game allows you to create private lobbies to play with others and I have played in my fair share of them to the point that people begin to recognize me and I them when playing on ladder. There is even a person in the community who has gone out of their way to host community tournaments, which is a lot to do, and quite rare for a game of this size. You will find that this game has a staple group of people who are approachable, helpful, and sporadically funny in their own right. Perhaps being driven here by the personalities of the lead game designers themselves.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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