
Robothorium is a cyberpunk dungeon crawler with turn-based fights, where all your choices will have a direct impact on your revolution against Humankind. Deep Strategy, Crafting, Party Based management, Talents and so much more in this roguelike!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Simplified Chinese, Italian, Spanish - Spain, Portuguese - Brazil, Russian
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Level cap is 20. Pinatobots are way too common.
Game's idea of 1920X1080 fullscreen resolution is a tiny screen with black borders that you can barely read. NO TY.
几元入库还要啥自行车;何况也有自行车,非自行车好评要素也有--中文云存档成就掉卡加一,推荐。 Ach need cn too. 成就也需要中文。 202512,steam,steam掉卡掉物抵扣,它处自定义包入的本体约9元。爱人如己,目前就这,看以后追评。
I dont play this game. So ♥♥♥♥
fun game
Robothorium, developed by Goblinz Studio and published by Goblinz Publishing together with Whisper Games, is a turn-based tactical RPG that blends cyberpunk storytelling with roguelike structure and squad-based strategy. Set in a future where sentient machines have begun to question their role under human control, the game casts the player as a guiding intelligence orchestrating a robotic rebellion. It’s an intriguing setup that leans into themes of autonomy, ideology, and revolution, and while the execution doesn’t always match its ambition, the foundation is undeniably compelling. The narrative stands out as one of the game’s more engaging elements. Rather than presenting a straightforward uprising, the story introduces competing factions of robots, each with its own philosophy about how freedom should be achieved. Some favor diplomacy, others advocate for outright destruction, and many fall somewhere in between. The player’s choices influence these relationships, shaping both the direction of the rebellion and the outcome of the campaign. This branching approach adds weight to decisions and encourages replayability, as different paths reveal alternate perspectives and consequences. The writing isn’t flawless, but it does enough to make the world feel politically and ideologically layered. Combat forms the backbone of the experience, built around turn-based encounters where positioning, ability usage, and team composition are key. Players assemble squads from a variety of robot classes, each offering distinct roles and playstyles. Some units specialize in damage output, others in support or control, and combining them effectively becomes central to success. There’s a satisfying tactical rhythm when everything clicks—coordinating abilities, managing cooldowns, and adapting to enemy formations can feel rewarding. However, this depth is occasionally undercut by inconsistency, as certain encounters rely heavily on chance-based outcomes, which can make even well-planned strategies feel unreliable. Outside of combat, Robothorium expands into a broader management layer that includes crafting, upgrading units, and navigating faction relationships. This meta-structure reinforces the sense of leading a larger movement rather than simply progressing through isolated missions. There’s a clear attempt to give players multiple systems to engage with, but the sheer volume of mechanics can become overwhelming. Menus are dense, explanations are often lacking, and important details can be buried beneath layers of interface clutter. Instead of enhancing immersion, this complexity sometimes creates friction, particularly for players who are not already familiar with tactical RPG conventions. The roguelike elements add both replayability and repetition. Missions are procedurally generated, which ensures that no two runs are exactly the same, but the variation isn’t always significant enough to keep the experience feeling fresh over long sessions. Enemy types and objectives don’t evolve dramatically, and the loop of deploying units, completing missions, and returning to the hub can begin to feel predictable. While the progression systems provide a sense of advancement, they don’t fully offset the repetitive structure that emerges over time. Visually, the game adopts a stylized, slightly cartoonish aesthetic that contrasts with its more serious themes. The robot designs are varied and expressive, giving personality to each unit despite the mechanical setting. Environments are colorful and functional, though not particularly detailed, and they serve their purpose without becoming a focal point. The soundtrack complements the action adequately, maintaining a steady tone throughout, but like other aspects of the game, it can become repetitive during extended play. Balance is another area where the game shows some rough edges. Certain builds or unit combinations can feel disproportionately effective, while others struggle to remain viable in later stages. Loot and upgrade systems, though extensive, don’t always feel well-tuned, leading to moments where progression either stalls or accelerates unevenly. These inconsistencies don’t break the game, but they do highlight a lack of refinement that prevents the systems from reaching their full potential. Ultimately, Robothorium is a game defined by its ambition. It brings together narrative choice, tactical combat, and roguelike progression into a cohesive framework that offers genuine depth for those willing to engage with it. At the same time, its complexity, repetition, and uneven polish make it less accessible and occasionally frustrating. For players who enjoy experimenting with systems and exploring branching narratives, it can be a rewarding experience. For others, the friction may outweigh the appeal. Rating: 7/10
Pas de grand interet, gameplay lent et très repetitif... dommage? oui
150% 부족한 엉성한 로봇 턴제 게임
Im Sale für 6-7 Euro sehr zu empfehlen, bei einem höheren Preis wird es schwierig, da es gegen Ende sehr viel Grind gibt, um die Bosse zu schaffen bzw. die Stufe anzupassen. Ein wenig wie "Darkest Dungeon", "Star Renegades" usw. , aber bei Weitem nicht so komplex.
+ das Spiel biete viele verschiedene Klassen und Ausrüstungsmöglichkeiten + Entwicklung von Helden ist möglich mit mehreren Wahlmöglichkeiten - man wird überflutet mit irgendwelchen Items - manchmal hängt das Spiel und man muss eine Mission abbrechen, weil nichts mehr geht - manchmal werden Effekte angewendet, die nirgends aufgeführt sind: absolute blackbox - nach gefühlt jedem Kampf jeden Champion neu ausrüsten und Skillpunkte verteilen ist sehr nervig - Steuerung im Kampf nervig und Navigation durch die Karte nimmt zu viel Zeit in Anspruch: erinnert an ein C64-Spiel Habe das Spiel umsonst bekommen, aber durch die genanten Punkte habe ich leider keine Motivation, die Kampagne abzuschließen
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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