
A deck-building roguelike game with unique semi-real-time combat system. Step into the shoes of an ancient gladiator and do your best to survive in the coliseum. Combine various skills and equipment, develop your own fighting style, and defeat all the enemies to become the next champion!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1/day in the week to Jul 20 → 9.33/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
<Rune Coliseum> is a complex cold-weapon combat simulation game.
Train a gladiator, learn and master a unique Action Lineup system, and use weapons, actions, and magic to kill → loot → grow in deadly elimination battles.
Raise a roster of unique warriors and win glory with blood.
Arrange actions into a queue and clash with enemies
Choose from many weapon schools: Sword & Shield, Two-Handed, Spear, Dual Wield, Combat, and more
Recruit gladiators of every style and unleash their combat strengths and Ultimates
Buy gladiators → train → fight → retire → legacy; develop your Base with resources earned in battle
Turn the tide with powerful ancient magic
Interact with other gladiators in the tournaments—become friends or enemies
Train gladiators in "Tournament Mode", or try the fast-growth "Sacrifice Mode"
Genres
Engagement
Reviews
Themes across 177 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
There's a reason why recent reviews are mostly negative. The update on 7/19/2026 completely changed how the game plays. It was a dynamic roguelite deckbuilder with interesting unlocks, now it's a confusing card battle management sim. The original game's metaprogression permanently unlocked unique heroes with fun gear builds, and runs provided varied upgrades building up to challenging boss fights. In the new game you buy disposable slaves (that die or retire), give them disposable gear (that breaks via durability), manage them via numerous unlockable buildings, guide them through confusing combat, give them inconsequential upgrades between fights, and emerge with unpredictable rewards, all while time passes and seasons change. And none of it is clearly explained. The worst part is the old game was solid and easy enough to understand despite needing some polish. But now gladiators and gear and runs have been downgraded while a questionable management layer has been added, accompanied by a rough, unhelpful UI. 8.5 months passed without game updates before this latest release, and I'm pretty bummed about how things turned out.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Simplified Chinese, Traditional Chinese, Japanese, Korean
Hours played at review time, across 177 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
新版本真的是一言难尽。它曾经有个很好的底子,而这个底子,在现在的版本里依旧是中流砥柱。 换句话说,去掉这个底子,新版本就是一坨垃圾。 首先我不明白的是,一个背包系统你们是怎么能整不明白的? 东西添加到道具栏,道具栏物品更换,装备更换,这么基础的东西居然可以整出一堆BUG。我的天,你们该不会是在用AI写代码吧? 其次是操作逻辑,我不明白,为什么在竞技场里接个事件,要连续操作4次:点任务,选项确定,选项确定,选项确定。这么做的意义是什么?代入感不是这么来的。哪怕你们想做一些NPC交互来体现世界观,代入感也不是这么来的。这叫繁琐! 然后是数值,旧版最好的地方在哪?就是对战斗结果预测是极为精准的,玩家可以简单得进行“解谜”来提高收益降低损失。 这个版本呢?数值表达一塌糊涂,战斗预测乱七八糟,招数强度有用吗?为什么招数强度高于对方还会被对方一套连招? 那个战斗预测有用吗?一点用都没有!两个重叠的影子,各管各的,能表达出什么东西? 最后是整个养成,我很清楚,这个版本策划就是想做养成,但根本就不会做,体验极烂。 就例如激活一个建筑,支付了建造的材料,居然要等3天。请问这等3天的意义在哪?为什么不能直接建成?就为了有那么点“代入感”而放弃立刻让玩家体验新功能,强行拉长回馈周期,这对吗?更何况前期缺乏补给的情况下,连相应的补给建筑都要等,硬生生把前期体验按在地上。但在造装备方面却是不需要时间的,直接支付了材料就能造出来,这时候奇怪的“代入感”又没了。 我当初为什么选这个游戏?因为这游戏没有这么多糟心的养成。而这个版本偏偏就加了这些东西,还加得不好。 角斗士的养成周期被拉得极长,为了原始积累,需要反复体验前期那一堆低效无趣的东西。把游戏精华部分放到这么后面有意思吗?整个角斗士没法构筑出自己想要的流派,而是在反复试错中丧失耐心。 这正面词条和负面词条以及伤势机制,看得出来,就是抄的暗黑地牢。但人家暗黑地牢可没有这么长的养成周期,6级就封顶了!每一级都是实打实的增强! 武器切换的机制也只是做了机制,而没有形成可玩的点,甚至为了构筑多武器,卡组会变得臃肿。而武器碎裂带来的负面体验只能说,是全游戏最差的体验,没有之一。甚至有时候遇到这种情况是无解的,没法修补耐久的情况下,你只能看着它碎,而没有防止的手段,去捡场地里的武器也经常被打断,根本捡不到。结果就是硬生生被打死,没有任何补救方式。 在旧版本里,一把武器可以形成整个流派的核心构筑。而在这个装备会碎裂的版本里,装备根本承担不了构筑核心的功能。完全就是自废武功。 角色升级的加点系统也是繁杂又强行。就例如力量、耐力、负重!天呐,居然负重不属于力量和耐力的范畴,是单独的属性。还要硬造专注和智力这种去凑卡强和抽卡数。但如果细究会发现,除了敏捷,其他属性没有任何一个流派不需要,它们不影响构筑,但它们影响体验,硬造了那么多属性的结果就是,不管角色属性初始差异如何,有些属性,例如耐力,必须达到一定值,否则连出招都成问题。完全没发现差异化加点的优势在哪里。 你们到底是怎么做到把旧版本优点全部埋没去做这些妨碍体验的东西的?能让玩家越玩越火大?
1.反应时刻击杀对方之后会出现无法立即跳转到结算的BUG。2.参加比赛左下角的投降按钮太近容易误点,没有确认页面不小心点到就白打了。3.增加各种效果说明,如果无法在装备旁边设置分页选项,至少在游戏说明里面解释全面,比如物品强度的定义是啥,追击指的是什么和连击有什么区别。 ---------------------------------------------------------------- 玩还是好玩的,BUG实在是有点多,基地角斗士与医院和教官所互动拖拉头像会导致游戏出现BUG,教官与学徒合成新卡会合成失效。 ---------------------------------------------------------------- 人物升级卡牌选择左卡到手的变右卡,人物退役身上装备少了两件,武器质变和词条全部清零,在仓库单一页面操作后立马会回到全部页面,更换装备(非武器)默认架势会回到基础架势。装备词条添加和覆盖需要预览和提示,完全不知道是添加还是覆盖。
It is not for everyone because you'll need a brain to play this. If you see a negative comment, more than likely that is the reason. Unique and an awesome deckbuilder. Do not pass.
好好的肉鸽改成B养成,V5去掉所有精华选择宇宙无敌垃圾的糟粕,然后简中翻译还垃圾,游戏越更新越卡,玩个V4旧版本一直卡死,真的是好好的黄金雕砌成了一坨狗屎,真搞不懂你们是怎么想的,玩家花真金白银买来的游戏不是让你们随心所欲的改一大堆不符合游戏,不适合游戏的机制和数值的,懂吗?
加油
好玩儿
比起肉鸽版,新的V5版找不到养成的乐趣,不说各种反人类的操作和ui,首先游戏要好玩,装备道具没法带出去,局内格子紧张,既然想往暗黑地牢那边靠拢,这里抛砖引玉,提供一点个人的思路,或者说想要的玩法: 1.添加局外养成内容。铁匠铺、装备铺售卖、制造一些普通和中等的装备,局内可以打出/奖励图纸造一些独特装备 2.局内设置仓库和背包双系统,局内装备道具允许带回。既然武器都有耐久了,局内玩法大可放松一些,角色有个人背包,在竞技场也有私人的仓库,身上携带有饰品和消耗品,背包里也可携带备用武器和消耗品,同时私人仓库可存放从敌人那夺取的装备道具,装备和道具全部可以带回家。 ps:现在局内游戏纯战斗,一看养成我养成不明白,带回家了什么?一些金币和素材,自己带进去的武器和装备还会坏,然后造几件白板进去继续打,前期大量的时间要被浪费在莫名且无趣的战斗中,同时没有任何组建BD的快乐 3.怪癖养成,角色养伤,照着抄就是了 4.属性点过多且杂乱了,简单看了一下意思是武器补正只有力敏智,那么这么多莫名其妙的属性设定是干什么,不能精简成五六个吗?平白增加自己工作量还让玩家玩得一头雾水这一块 5.局外资源获取。除了斗技场,局外可以安排奴隶去踩缝纫机、摘棉花,获取一些建造资源,同时这些资源可以用于安排奴隶做一些消耗道具,比如画一些卷轴、制作药品,让局外的过天变得有意义。 6.斗技场分级,每个斗技场分小中大本,小的就是平短快的3-5场战斗,玩家可以快速获取想要的少量资源,中大本可以安排2个或更多人进场,中间可以换人。 暂时就想到这些,我也不是什么老玩家,当初发售那会买来玩了几个小时就给落下了,看到更新成一个养成+肉鸽就来看看没想到这么“简陋”,也许下一次再见,是另一个两年。
This is a great game. Can't write a proper review because i am busy playing
并没有想象中好玩的游戏,说实话有一些糟糕。身为一个肉鸽游戏,感觉每一个选择都是大差不差的没有意义的东西。身为一个策略游戏,实际上决策也相当无聊,并没有什么微操的意义,要么无脑就可以无伤,要么微操无意义反正得受伤。反正就是很失落,看宣传期待还很高来着。表现实属不能满足我个人的预期了。还要那UI真的是认真的吗,交互逻辑完全不符合直觉,经常能够给我带来“啊?”的卡顿感。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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