
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 3.71/day in the week to Sep 7 → 5.86/day in the week after.
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
Engagement
Reviews
Themes across 464 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
For someone who prefers real time strategy, and less world map campaigns. This game is a blast. There is a focus on the strategy to overcome the next fight, and a nice roguelike progression felling. Will recommend allways. great game. Nice job solo Indie dev
Just played my first round, it's already looking pretty good. Only thing I would want would be a "Hold your ground" order, so units don't move into charging enemies to engage. Larger army caps would also be a nice thing to see. Can totally recommend.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 7.43/day in the week to Jul 25 → 11.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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.
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
Hours played at review time, across 467 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
the idea is sound, it functions cleanly, it plays well enough, but the army sizes and battle setups ask the player to design armies for enemies they cannot know. For anyone who has played an RTS you know that units tend to be designed as rock paper scissors answers to the strategies of other units. So this makes the game a guessing game, what unit could I fill my limited slots with to hopefully cover every enemy type. If you do that successfully you win, if you do not you dont. Would appreciate a little more depth.
unique gameplay
Its good fun, im looking forward to more content/factions + roguelike unlockables
Абсолютно дизбалансна і неоптимізована гра Якщо у тебе навіть найтоповіше прокачане військо його виграє купка мечників 1 рівня Іноді війска у яких імцунитет до страху просто тікають з поля бою на 90% хп Найгірші це одиночні юніти типу дракона віне повний юзлес і в якийсь момент він просто перестає битися бо інтилекту тут у юнітв просто не існує А артилерія це невбиваїмий юніт бо вона часто забанує і стає невоазливою до шкоди Деякі механіки в грі працюють церез раз
Its slay the spire progression + total war battle style. Progress through several "Acts", moving from room to room. Each room can be a rest room, battle, siege battle, a "???" room, etc. After a battle, you get loot and can recruit another unit into your army, etc. Eventually, you will need a big army to defeat the bosses, and the battles are similar to the Total War series.
total war but roguelike, it's pretty fun. the dev very actively working on both improving what's already there and adding new stuff on top of it is very nice to see.
This is the game I always looked for in the rts genre, the campaign isn't a huge open world where you build up your army by recruiting from cities or towns like bannerlord or total war; but not free selection either, I have to work with what I got, a dynamic army that I have to build myself that changes how I play the game. the good is plenty: people from total war can easily pick up the game and start fighting. the units are unique and all serve different purpose the factions feel well balanced the artifact system is very impactful and makes every run different with slight variations of strategy time to time overall the entire game is good together the bad or just needs improving the AI feels to repetitive. most of the time the same formation or strategy works for me with an occasional variation to it if there is an artillery in the mix. but as someone making their own strategy game I know its not easy to build the AI but just putting it here. the terrain is interesting but doesn't feel impactful, especially forest. not sure what it is but every time there is a terrain I rarely play with it. except the swamps where archers become king when defending. the biggest issue I have is my units when the enemy is getting close at some point my units that I told to hold their grown charges in, I wanted them to hold their grown and brace, allowing the enemy to connect. it is especially annoying during sieges where I create a kill box but one of my units just run it when the enemy gets close enough and clog up the kill box. honestly I can go on details with this but I am too lazy to type an essay but I do hope the review make sense and the solo dev see this, because I do love this game, and I would love to see where it goes. also multiplayer would be sick
Innerhalb von 12 Tagen etwas über 37 Stunden gespielt, 23 von 25 Errungenschaften erhalten, ein kurzes und schnelles Spiel für zwischendurch - sehr zu empfehlen!
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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.
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The games this title's players most often review too — audience affinity.
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