
An auto battler roguelike made by obsessive fans of both genres. Draft fighters with matching Traits to power up your team. A massive content pool enables a large variety of builds. Weigh risk vs. reward every round as you carve a path toward each boss.
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About
Seedborne Soldiers is an auto battler roguelike presented in the sweet, nostalgic style of a low-polygon 90s game.
Draft a team from a pool of 75 (!) characters pulled from across the cosmos, and fight to escape dangerous Dreamworld.
Mix and match from a huge selection of Traits, Trinkets, and upgradeable Equipment to capitalize on powerful synergies and overcome unique enemies and bosses.
Each round, choose a fight based on its difficulty and rewards. You can survive a few losses, but too many mean game over. Should you chase the loot to build your dream team, or just try to survive?
Field units with matching traits to power up your team
Collect 3 copies of a unit to combine them into a level 2 (9 total copies make a level 3)
Draft 5 tiers of units; higher tiers are more powerful but rarer and costlier
Upgrade equipment and collect trinkets to maximize your team’s potential
Conquer 3 Maps filled with 30+ enemies (plus a variety of non-combat encounters), each capped by a deadly boss

Peek at the Traits of upcoming units, collect items which help find matches, and utilize the Harvest system at Shelters to shore up your team. The map system is designed to give you agency to pursue your build without sacrificing those glorious highroll moments.
Double-casting Sages, loot-loving Nobles, or item-wary Ascetics… Dreamworld is your oyster!
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 30 reviews with recorded playtime.
Reviews
I've played the playtests since early on, and I highly recommend the game to anyone that likes Autobattlers. (roguelikes are more varied) For context I've played pretty much every major Autobattler including but not limited to TFT, Autochess, Hearthstone Battlegrounds, Storybook Brawl, Backpack Battles, and a smattering of Mobile autobattlers. Autobattlers as a whole I think struggle with one major piece when they're always in a PvP context: You feel like you need to aim for a limited number of meta builds. Now I'm not going to say there are no prevalent strategies in the game. But because it doesn't need to be balanced for a PvP experience, they've given you a lot of tools that can help you force a strat when you don't like pivoting, and a lot of tools that help you pivot. Decisions feel rewarding, there's appropriate risk at each phase of the game, and when you win, you feel like you "Got there" Any criticisms I could apply to this game apply to most early access games. There's not thousands of hours of content. There's some rough edges where you would expect something to work one way and it works another. But I'm confident in the devs' continued ability to develop the game with polish and expansion, given the years they've been working on the game without asking for a dime. They're also responsive on Discord. All in all, for such a cheap price, the game is more than worth it, if not for now, for the future definitely.
This game is worth its current price point of ~$10. There are satisfying combos and interesting team compositions, and each run feels different enough to keep playing. If the devs read this and have the time to work on a new patch here are some improvements that I think would make this game feel a bit more polished: 1- Allow for full refunding of units all the time, board stacking is a well known concept in other auto battlers and it took me a few hours to realize I never had any water because I was not always getting a full refund on units. 2- Show all available units for a specific tier from right clicking the icon, when planning out a comp I never knew what the late game for the comp would look like which discouraged me from trying new builds that did not have strong stage 1-2's 3- Add a confirmation popup when leaving a trade without trading or separate the leave button into its own button, I found myself pressing that button to "confirm" multiple times 4- Buff the cat, I really wanted to like the wizard cat since it was in the capsule art and marketing. Unfortunately its probably one of the worst 3* units in the game its cast is very unreliable but also requires high investment, this makes me sad. 5- An animation speed control in settings
[h3][b]From day 1 up until recently, frame rate was unlimited. I, for one, was very happy with that. And the latest patch added a bunch of stuff. Yay. But it also introduced a 60 FPS cap!? Ever heard of options? Because I'm not using the same kirking monitor as you? One size doesn’t fit all?!! Luckily, it seems I still get to choose the resolution I want. Unless and/or until you dictate, restrict, and downgrade that for me, too. Ugh! [/b][/h3]
Already well fleshed out. Tons of units, abilities, items, and synergies. Challenge modifiers to make the game more difficult and fresh. Active developer with promising updates. Very fun. Check it out!
(Full disclosure, I've done some playtesting for this game, so I'm not an entirely fresh perspective) A fun little run-based auto-battler that eschews the typical fast-paced PvP aspects for a more relaxed and controlled experience. As someone who enjoys the trappings of the auto-battler genre (roster drafting, emergent synergies, and a big cast of cool lil guys to look at) but has always found the time limits and reactive play of things like TFT or HSBG too detrimental to the learning curve, I appreciate entries like this that let you go at your own pace and take everything in. I also enjoy that the unit traits themselves are all fairly straightforward, creating some clear paths for someone without a ton of hours in the genre, but that through things like trinkets, special events, and consumable modifiers, there's frameworks for persistent strategies across a run, and potential for each one to have something new and unique. The little details like the character and enemy descriptions gesturing at a wider world, or the fantasy mishmash nature of the cast, also all contribute to a pleasant charm and a sense of getting to play around in a dreamworld toy chest. While it does come with the caveats of a game still in active development, this feels like a great entry point for people interested in auto-battlers that haven't taken the plunge, and even for fans of the genre who want to see a fresh style that can be played at their leisure. Give it a shot if that sounds like something you might enjoy!
I loved the multiple levels of strategy, from figuring out who I was going to take to deciding if I was strong enough to go left or right up the map. Depending on how thirsty I was and how dangerous I was feeling, going all in got my heart racing as my team of mecha leg warriors crushed the enemy. 10/10 a fun game that rewards good strategy and a bit of luck
Phenomenal Auto-Battler! On par with, or even better than, Teamfight Tactics, Mechabellum, Tales & Tactics, and The Last Flame. If you're serious about Auto-Battlers, you're doing yourself a disservice by not owning this game already. Seedborne Soldiers is one of the best of the best. No exaggeration. I tried the demo, and could instantly tell this game was something truly special. I'm looking forward to seeing what 1.0 brings. Just... wow!
Single player auto-battler very young in it's infancy Seedborne Soldiers provides an interesting framework that I'm excited to see grow. I'm not big player of this genre, having really only played the auto-battler mini-game in Epic Seven for any length of time, Early Access pros: - Interesting world - Nice art style - Really easy to get into mechanics. Very useful tooltips. - Big diversity of units and combos - Interesting item system Places to improve (at the time of writing): - Merging units is currently too hard. You have a very limited tableau of reserves at the moment and it takes an exponential number of copies to merge units. You'll quickly run out of space trying to keep copies of important units you need to upgrade. This makes the early game very dependent on how often you get the team size rewards for spaces, and kind of hampers the fun of some early game builds. Would prefer you buying a unit just auto merged that unit and maybe units just have an xp bar that increases in cost per level requiring more copies to keep your board more free. - Wish there was more story or maybe a story mode vs maybe an endless challenge. - Tooltips on what synergies do on mouse over in crops and on unit details. Hard to select new traits you haven't seen before without guessing. - More events/variety of events. Looking forward to seeing where this game goes, and sinking more time into the game.
Excellent game, lots of variability in how to build a team. However, it feels like you ALWAYS want to have nobility running on some level. enemy power scaling can build so fast that you need the extra income. It currently is also feels like it could be longer in length. which might make not having nobility more viable.
Excellent teambuilding!
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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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