
Tabletop Tavern is a roguelike RTS where you build an army from scratch and command them across a brutal campaign. Recruit diverse units, create devastating synergies, and make tactical choices that shape the fate of every run.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Lead your troops in intense real-time battles where positioning, timing, and synergy determine victory. Form disciplined spear walls to counter cavalry, protect your archers from flanking maneuvers, and use the terrain to gain the upper hand. From small skirmishes to massive clashes with hundreds of units on screen, every encounter challenges your strategic instincts.
Each run through Tabletop Tavern’s roguelike campaign is a new adventure, challenging you to adapt and evolve. Recruit new units, discover rare gear, and unlock upgrades that permanently alter your strategy. With scaling difficulty, random encounters, and dozens of heroes and factions to unlock, no two campaigns play the same.Command unique factions, each boasting distinct playstyles. Lead the elite infantry of the Vikings, the monstrous trolls and giants of the Orcs, agile and flashy Elves, stalwart Humans, resilient Dwarves, and so much more! Each faction comes with abilities that change how you craft your army and utilize them in battle. Master your faction’s identity and forge synergies that fit your preferred style of conquest.
Battles unfold on a tabletop battlefield where every clash feels like a miniature wargame brought to life in real time. Between skirmishes, you’ll manage your roster, face difficult choices, and make strategic decisions that shape your campaign. If you're the kind of player who finishes a roguelike run and immediately starts the next one, this one's for you.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Russian, Spanish - Latin America, Japanese, Korean, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 104 reviews with recorded playtime.
Reviews
Themes across 103 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
I'm speaking as an indie dev myself. This is a great project at a very fair price. Is it as deep and polished as Creative Assembly Total War games? No. Is it as content rich as other Roguelites? No. It is, however, an extremely well thought out merger between two popular yet still relatively niche genres. It does a fantastic job blending the elements of both top down battlefield commanding as well as the randomized, progression unlocking Roguelite adventure system. Furthermore, it is getting consistent updates from a developer that actively listens to their communities feedback, including making changes for the good of the game despite not fitting with the developers own original vision. This is a damn fine developer and I wish them the best of luck in their career. For the old players, maybe check back and see if the changes they've already made have addressed some of your concerns. Progression and difficulty in particular have been explored further, and honestly on the hardest difficulties this is harder than Total War Warhammer 3 in a lot of ways. The nature of a rogue-lite makes predictable strategies harder to pull off than in Total War, and thinking on your feet and making the best of what you have is exactly what rogue genre games are best at. For new players - if you like roguelites and you like Total War, especially the Warhammer titles, don't miss this. The price is well worth the entry to have a smaller game to get your fix for conquest.
Total War shrunk down to the perfect size. - Every unit matters - It's not overwhelming - The factions are different enough to feel unique - The roguelike loop is fun and makes your units feel more individual Just a good game. There's still a handful of things it needs to become a great game, but it looks like the developer is active and will reach that.
I wanted to like this game, but it got very annoying and boring, unfortunately. At full price, it just ain't possible to justify buying it. Some of the points that missed the spot. -Garrison fights where you are only able to make a small hole in the wall. It felt like trying to give birth to 180 babies at once. -The "gamblenode" is just lazy and the most boring form of gambling i have done in my life. -Some bugs, like in garrisonfights the units walks away from the "ui-layover" and refuse to attack gates. -Metaprogression, alltho needed, it's done in a horrible way, and the nodes are real boring and uninspired. You also need to "deposit" gold from the run to progress out of the game, which makes no sense, it should be its own currency. -And the event nodes, and all the nodes in general got boring and repetitive after run 2. I know it's very proud of not being a early access game, but it should have been.
Unfortunately it is unplayable as it makes even my gaming machine overheat and shut down - many on the community forums are complaining about this but the developer does not appear to care. Would be a fun game for the price if that was fixed.
очень прикольная, ламповая игра, разработчик действительно горит ею и постоянно выпускает обновления всем рекомендую к покупке, к тому же она стоит недорого
Подсказка:67.
略显简陋的rogue,只能说价格符合预期。 游戏提供的选择少,收益小,简单评价就是官方似乎并不鼓励战斗,更希望通过金融的方式完成通关。 --------------------------------------------------- 为什么这么说,原因如下: 1:游戏卡牌分灰绿紫黄四阶,这本身并没什么,问题在于它每个阶都细化成了相应卡包;只要你有足够的钱,那就能在商店直接选定某阶开包,考虑到体量如此小的情况,高阶卡包基本等于必出。 2:战斗收益极小,将外部升级全解锁的情况下,游戏内一场战斗的收益从原本就固定存在的金币+X,以及招募所选族类的单位外,仅增加了一瓶药水。而战斗能提供的最大收益,却都不是这几个单一选项,而是二选一或三选一中对敌方兵种的收编。这个收编是根据对方和玩家对战的兵种间随机挑选三张,让玩家选一,因此是玩家最容易获得高阶卡的来源之一。 3:对比与收编敌方或许能获得更高阶的卡,战斗胜利我方本族卡收益通常不近如人意,一层基本就是最低价的灰色普通包,很难才会出现上位绿色罕见包。而二层和三层,却都基本是绿色罕见包,而紫色稀有包的出率甚至比一层的绿卡还要低。 4:外部升级更偏向经济,通过减少玩家产生利息所需的金币,提高出售道具的价格,增加各类槽位,降低商人卡包价格,开局选定道具等等,让玩家能以最快的方式完成财富积累,再通过商店不限量的各类卡包完成迅速的实力提升。 5:外部升级难度低:由于游戏内存在自动战斗,只需要低阶难度疯狂自动战斗,随便进入村庄存储就可,没有任何战术性,只有对于解锁的渴望。 ----------------------- 由此,我并不是很推荐,起码玩一个小时就觉得没啥游戏性,基本就是自动战斗结束。感觉也不是在爬塔,当中也没有什么运气成分,纯纯经济的比拼;而且即便运气真的那么不好,重开一局也不是多麻烦的事情,说难听些,低阶5分钟通过自动战斗就能打完一整局,能有什么娱乐性? ----------------------- 建议:开发者对于爬塔太过于墨守成规,人家奖励提供三张,是因为本身体量不小,存在各式流派。你游因为多种族的关系,将原本体量平分了,不但让各种族显得大同小异,玩法如出一辙,那你不如多开放些选择,让更高阶的卡出现概率变相提高。 其次,别的爬塔可以信息不透明,是因为存在多种精英,对于各类流派都有好打不好打,也因此玩家才会产生要不要赌一下拼一下的心理。而你这游戏,就是由于多种族导致的扁平化,还不如公开敌人信息,让收编敌方兵种成为一种玩法。 目前虽然也能算是一种玩法,但太弱了,只能算是玩家无奈的凑数,并不能算是真正有效且存在的流派。而提前公开敌方信息,可以让玩家根据信息选定好路线,而且收编本身也是存在随机,即便没有得到玩家第一志愿,起码好歹有个安慰奖。 还有,别固定敌人种类。每层的敌人应该随机一些,也可以适当减少一些种族,将它们的方案融合到保留种族上。这样收编随机性提高了,也不存在单层敌人固定化,玩家也能选定路线。 ------------------- 就目前而言,我是给不了好评,尽管没有打到最高难度,但真的一眼望穿,没有策略性,没有娱乐性,更像是开局自动战斗——买买买——自动战斗……如此反复的游戏,没有组卡的乐趣,也没有战斗的乐趣,甚至选择路线的乐趣都没有。 说到这个,为啥爬塔的视角要设置的这么低,这么近看的很不舒服,而且甚至不能仅通过鼠标移动屏幕,还必须使用键盘wasd,设计的很不亲人。
懒得喷
What a gem of a game! Extremely polished, not a single bug so far, I cant believe one guy made this. Incredible replay value - incredible faction diversity. I cant say enough good things about this game so far. Check out Turin on youtube for some great videos of this wonderful game.
Not worth, still early development
Related
Related
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Last Train Home | $4.6M | 5.4K | 87% | $13.19 |
| Master of Command | $3.8M | 3.8K | 92% | $29.99 |
| Commandos: Origins | $2.4M | 2.4K | 79% | $34.99 |
| Ultimate General: Civil War | $7.6M | 8.5K | 89% | $29.99 |
| Homeworld 3 | $5.6M | 8.7K | 41% | $19.79 |
| Sudden Strike 4 | $2.9M | 6.2K | 79% | $19.99 |
Related
| LIVE A LIVE | $978.6K | 915 | 86% | $49.99 |
| AVICII Invector | $981.5K | 3.4K | 97% | $19.99 |
| Weedcraft Inc | $978K | 1.7K | 80% | $19.99 |
| Placid Plastic Duck Simulator | $981.7K | 20K | 98% | $1.99 |
| ICBM: Escalation | $981.8K | 1.4K | 87% | $29.99 |
| Restaurats | $981.9K | 2.1K | 88% | $13.93 |