
Roguelike Squad-based Autobattler in a Tabletop RPG setting. Draft your army, carefully equip and position your units, make important choices, and meet a colorful cast of characters as you make ready for the Grand Tournament.
Modeled estimate, not a reported figure. How we estimate →
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): 0.57/day in the week to Sep 13 → 2.4/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.79−90% | 1.7Kreviews | 80% | — | $66.2K |
| $17.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 125 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Solid balance, positioning matters a lot more than in most autobattlers I've played and the draft system adds a lot of variation and possibility in builds. Seems like it'd be fun in multiplayer but tragically only one friend I know has it and with two people it feels like its missing something.
extremely fun offline autobattler. a lot of combos, rng but ways to control it, tournament arc with spire-like random events
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 30 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
Genres
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, Korean, Russian*languages with full audio support
Hours played at review time, across 125 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Actually a pretty good autobattler roguelike. There's a pretty large variety of units and traits you can choose from, along with a million different combinations between them so replayability is definitely there. My one and only complaint about this game is the awful UI. It's an eyesore to look at.
我當時在屋頂上,但伊莉莎想把我關進地牢。我本來很樂意再玩一次這盤棋,但把成就放在第二個付費DLC後面真是臭名昭著。只有刀刃才能派上用場,除非你連茶匙都不會丟。
It's a roguelike autobattler (the player chooses the fighters for their team, and then the fight happens automatically). At the beginning, you choose a character from nine available, each with different abilities. Then, over the course of the run, you build your team. The fighters on your team can be selected from randomly drawn pools, and if three more copies of the same fighter are found, they are upgraded to level four. Between fights, random events occur, which generally offer advantages (equipment, potions, special abilities, etc.). This is my first time playing this type of game (I like turn-based combat games that allow you to have complete control of the fight), and I have to say I had a lot of fun. I particularly appreciated: The enormous variety of fighters, allowing for countless different combinations and strategies. The draft option, which allows you to combine the characteristics of the starting characters to create alternative builds. The downsides are: Dependence on luck in drawing the necessary fighters: upgrading fighters is essential to progressing in the game, but if you're unlucky, you won't find the copies you need and will be defeated. Since there are so many fighters, it's common to miss the copies you need. This weakness is mitigated by items that make the search easier. This problem is particularly noticeable at high levels. Difficulty in determining party strength: during combat, fighters move independently and sometimes adopt strategies you hadn't anticipated. E’ un gioco roguelike autobattler (il giocatore sceglie i combattenti che faranno parte della sua squadra e poi il combattimento avviene in automatico). All’inizio si sceglie un personaggio tra i nove a disposizione ognuno con abilità differenti. Poi nel corso della run si forma la propria squadra. I combattenti della squadra si possono selezionare da pool pescate casualmente e se si trovano altre tre copie dello stesso combattente avviene l’upgrade fino al quarto livello. Tra un combattimento e l’altro ci sono eventi casuali che generalmente offrono dei vantaggi (equipaggiamento, pozioni, abilità particolari ecc). E’ la prima volta che provo questa tipologia di gioco ( a me piacciono i giochi con il combattimento a turni in modo da aver il completo controllo dello scontro) e devo dire che mi sono divertito molto. In particolare ho apprezzato: l’enorme varietà di combattenti che permettono di ottenere tantissime combinazioni e strategie differenti. L’opzione draft che permette di combinare le caratteristiche dei personaggi iniziali creando build alternative. I punti negativi sono: dipendenza dalla fortuna nel pescare i combattenti necessari: fare l’upgrade dei combattenti è fondamentale per avanzare nel gioco ma se le pescate sono sfortunate, non trovi le copie che ti servono e vieni sconfitto. Dato che i combattenti sono molti, avviene frequentemente di non trovare le copie che servono. Questa debolezza è mitigata da alcuno oggetti che facilitano la ricerca. Il problema si avverte in maniera rilevante agli alti livelli. Difficoltà nel capire la forza del party: durante lo scontro i combattenti si muovono in autonomia e a volte adottano strategie che non avevi previsto.
Have I enjoyed my time with it? Yeah. Is it sometimes a bit too slow? Yeah. Is the music awful? Yeah. Are some/all of the units premade assets which you may have seen in various different games by different devs? Yeah. Would my review be a positive one if they'd made their own assets? Yeah.
Yeah my friend sent me this for like $2.50. So I sent it to two of my friends. It's been a lot of fun so far.
Perhaps Tales And Tactics doesn't look like much at first glance, but there is a solid (enough) game under the hood. It's one of those go-wide-but-not-deep games. Like other games in the genre, you will struggle to find early success until you complete a few runs and unlock additional features which make the game a little more fair. For me, completing runs (win or lose) was satisfying. There are many, many unlocks available which greatly expand your options during a run. This keeps your first dozen or so runs engaging, introducing new game mechanics while still mastering those you started with. Here are a few pitfalls I found, though: 1. At the end of each combat round, you receive a fresh unit store with six units to choose from. You spend star points to purchase units. The problem is, star points are tough to save due to having to purchase multiples of the same unit in order to combine them to reach a higher tier. You might reach Tier 2 with a couple units, only to complete the first level of the run when the store replaces two of those six common units with uncommon units. Great, right? No. The uncommon units are Tier 1, so you'll have to start buying multiples of those units in order to level them to Tier 2, again, which is necessary or you'll get stomped later in the run. Now, only six units are available at the end of each run. If you don't get a match or an upgrade choice, you have to re-roll the store. You do receive "some" free re-rolls, but normally at the cost of other choice upgrades. Mostly, you'll need to pay 2 star points just to re-roll the store (once). Still no upgrade? The game does offer what it calls "Power Roll" so if you roll the store and receive no copies of units you already have, you can roll again and you're guaranteed to receive a copy. That's great, but that means you're spending like 5-7 or more star points on a single unit that might cost only 1 or 2 star coins normally. Should you choose to ignore this process, you won't last long enough to spend those star points you greedily banked. So, the game shoots you in the foot here. By the time you've spent all your SP leveling your commons and uncommons, and you've been lucky enough to do so, you'll then start receiving rare units late in the run. Great right? No. They're Tier 1. You'll now have to see about leveling those units to Tier 4 or again, you'll get stomped by the bosses at the end of the game. After the first and second boss, you'll get an extra party member, raising your total party units from the initial four to six. So, the entire run becomes extremely stressful and relies heavily on the luck of your store rolls. That said, the priority should be leveling your units to Tier 4, regardless of rarity. But, that sort of defeats the purpose of the game advertising "all those different units and traits". Because of the trait buffs, you'll find it even more stressful to purchase new units, because if the new unit's traits don't match your party build, then they're completely worthless to you and yet they'll still take up valuable spots in the unit store (more re-rolls). They just need to balance this experience a little and they could have something great. As it stands, I'm pretty exhausted with it at 46 hours. And I only lasted past the first few hours due to unlimited coin and star point cheats... 2. Obtaining items should be a lot easier. Equipment comes with massive buffs, especially when items combine, but there are steep costs for acquiring items. Far, far too steep. I had to find an unlimited coin cheat because the default system was far too oppressive. I mean, you want the game to be fun, right? 3. Too much luck, not enough skill. Personal opinion here, but I feel like these "rogue" games should be winnable with enough skill, but many times it feels like you're much more dependent upon the graciousness of the RNG on that particular run. Like, I'm sorry, but... that's not fun. I should be rewarded for making the best out of what's available, not punished for brutal RNG. Again, the game is supposed to be fun, right? All this said, after a few defeats, I was forced to find unlimited coin and unlimited star points cheats. The game, of course, becomes far too easy, but I had a good time unlocking all the available unlocks regardless. That lasted until about 42-44 hours, but now that everything is unlocked, I'm not sure I want to continue. If I play with the cheats, it's too easy. If I don't play with the cheats, it's not fun. Such is life, I guess. But, there is enough here to recommend the game, with or without cheats, if you don't mind some or all of the things I've mentioned. Overall, I applaud the dev team. It's a great little game. I uninstall so many of these but this kept my attention for a solid week.
sehr Anspruchvoll, mit sehr vielen Kombinationen.
Wasn't sure how much I liked it at first, but after unlocking different characters, got into the swing of things and really enjoy trying out different techniques. Some traits seem grossly stronger than others (healing is bonkers), but good balance overall. Some bugs with drafting (my favorite type) as the abilities I pick sometimes don't show up in the game, but that just means I have to adjust.
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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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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