
Toy mayhem unleashed! Arrange, combine, and craft the wildest toy army inside your desk, then crash into chaotic cartoon brawls across the tabletop!
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In the dusty corner of memory, the toy room stirs once more.
Awaken forgotten childhood toys and fuse them within the small table to craft your own kaboom legion — from ground collisions to aerial strikes and magical blasts. Through each tabletop battle, fragments of your long-lost childhood return…

Arrange, Combine, and EvolveMaster the art of toy arrangement on your tabletop! Every toy slot is a strategic decision. Plan your layout, combine rare units, and arrange them wisely to unlock your build’s full potential!

Craft your own tactical system from over 400 strategic toys!
100+ summons to clash in tabletop battles
50+ traps and class abilities to outsmart your opponents and shift momentum
250+ magic items and weapons to power up your strategy and unleash devastating combos

Collisions & KnockbackSummon toys into head-to-head battles where it’s not just about stats—brave charges and knockback strikes can send enemies flying, turning the tide in unpredictable ways.

Set traps across the table to break enemy momentum and open up opportunities to strike back.


Engage in asynchronous PvP where your legion clashes with global builds in tactical showdowns. Analyze, adapt, and optimize your strategy in mirror matches and rise through the ranks.
Each hero brings a unique toy arsenal and exclusive class abilities.
Doll Chef: A kitchen defense expert who controls space and fortifies positions, perfect for defensive-minded players.
Dr. Hamster: Commander of Hamster Legion that leads a swarm of tiny units to overwhelm enemies with relentless numbers.
Puppet Musician: A rhythm master who speeds up allies and disrupts foes, setting the tempo of every battle.
Naughty Andy: Summoner of nightmares — ghosts, skeletons, reapers, and dark curses!

Transform your Steam friends into fully armed "Game Buddy", customize them with all kinds of weapons and attributes, then rally them into your toy army to charge into battle for friendship!

Unveil Toy MemoriesUnlock achievements, hero skins, and the toys’ hidden memories through a pop-up storybook. Within its dusty pages, the long-lost tales of Fred and his childhood friends quietly come back to life.


Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Korean, Traditional Chinese, Spanish - Latin America, German, French, Portuguese - Brazil, Russian, Turkish, Thai
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 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
Toy Smash Kaboom is a neat game, follows the same formula as Backpack Battles, with similar gameplay and strategy. That said, I do not and cannot recommend at the current time. There are a large number of translation issues and a lack of consistency in item wording. I have personally reported more than 10 items that are either worded completely different from how they work, or just are not worded consistently with other items. (Ex: Some items say Deathrattle:, or On Death:, or 'When x dies', but some items say "Double deathrattle effects",etc.) Some items say "Allies get" and some say "Give a random ally", you'd think the former gives it to all allies but nope, they are the same. Just bad translation. I waited to negatively review because the game was new and balance patches were fairly often, but despite that these issues have persisted since launch and as new content comes in it only gets worse. Wish the dev would hire a good translation team to do an entire pass on all current items and all items moving forward.
I have a love-hate relationship with this game. On the positive side, I think this is the best BB (Backpack Battles) style game I’ve played so far. The art style is great, the gameplay can be really fun, and the strategic planning and placement of items and summons is the most enjoyable out of all similar games I’ve come across. Presentation-wise, Toy Smash Kaboom! shines. It’s only after you’ve played a few rounds that you see the familiar abomination lurking in the shadows. The RNG! (Random Number Generation) And that’s where things go off the rails completely for what otherwise would be an incredible game. Usually, these kinds of games have two layers of RNG. One would be the bags/slots you need to find or buy to be able to place your items or summons. The second would be the items and summons themselves, and how lucky you are to find things that work together or benefit your emerging build. Now, two layers of RNG are bad enough to have you tearing your hair out in frustration, but this game decided it would be fun to have three! Three layers of “fun” RNG to be annoyed at. The third being that all summons have a weight, and of course there is a weight limit. It is possible to manipulate the weight limit with items like balloons, recycle bottles, balloon zone slots, or a few special items. However, as with all RNG issues, good luck getting them when you need them! You will need all the luck in the world for that. Also, you can imagine how that also conflicts with having no slots to put them in. You need the slots to put the balloons in, so you can use the rubbish summon you reluctantly purchased because you can’t find anything. Great thinking! Fun! Innovative! … This review was leaning towards positive until I played more of the “casual” mode of the game. They call it casual, but it is quite the opposite. How do developers get it so wrong, that ranked mode is more enjoyable than casual? You’d think ranked mode is where the sweaty tryhard gameplay would be, but no. “Casual” is actual hell. A few examples: 1. You will find bosses to fight in the casual mode which have a special boss summon. These units are godly in stats. No single unit that you can put together has these kinds of stats. They are so overpowered, it’s ridiculous. Also, they aren’t alone. They also have other summons just like you. The battles are very unbalanced. 2. You will come across Excel spreadsheet inspired builds, where your opponent can throw so many summons at you that your FPS will tank. I’ve never come across this in ranked play. 3. Some builds in casual mode you will find are questionable. I fought one player mid-run that had several copies of two different items. Multiple ghosts, and throwable white skulls. Did they duplicate them in some exploitative manner, or did they have the luck of all known gods combined to receive them? As it stands, and in my opinion, these are the problems holding the game back: - Three tier RNG system cripples creative freedom and balance. - Casual mode is far more difficult than ranked mode, and bosses are overpowered. - Late game opponents are always strong, while you can seldom beat the RNG to get to such levels. - Some opponent builds are suspiciously “lucky”. Casual mode should also be more like ranked mode, and not include “support has arrived” items. These include overpowered items (more often than not are still not enough to beat bosses) which would be more suitable for a separate game mode. Finally, the issue with all BB style games, is the way runs work. Why do developers keep thinking that it’s fun to win your first few games in a run, and then lose all your lives in a row at the end to pre-selected super builds in the late game. How often are players going to get builds from RNG to counter powerful opponents near the end of each run? The answer, from multiple hours across multiple different games of this kind, RARELY. 90% of your time will be spent losing in the end. How is this fun? It’s not. The game needs to let you win more runs. I would have thought casual mode would be the way to do that, but it’s absolutely not. Not in this game, and not in BB and clones of it either.
玩得越多越会发现,击退系统只能用灾难来形容:文具兄弟击退只有10,但常常一个冲锋就把你击退抗性四五十的怪直接从中间戳飞到桌外(从射程20的远程走到中间能打到对面主角,同时射程2的近战走到桌边能打到主角来看,中间到桌边的距离是18-20);钻地机的击退明明描述是向上击飞,却能一轮击飞3次直接把怪送飞场边。以上情况都是在没有光滑桌面的局里发生的。 考虑大部分情况下文具兄弟一个冲锋戳也就能击退四分之一个半场,这种直接戳飞的怎么看都是bug。能加成击退的只有勇猛buff,而游戏里能提供勇猛的道具一只手就能数得过来,就算配两级反转也绝对堆不出二十层勇猛,拿头一矛飞天 如果官方能看得到的话可以排查看看,比如我4月14日中午11点半打完的这场第6局,对面只有一个文具兄弟(10击退),一个毒牙鳄鱼(6.5击退),一个小饭团(3击退),没有道具加成,加一块还不到20击退,打41%击退抗性的黑饼子极限也就击退不到12,是怎么从中线附近直接飞走的?我还没考虑3只怪在同一时间一起出手的概率有多低,正常一只怪产生击退之后另外两只怪就应该超出射程打不到了 还有4月14日下午2点45打完的这场第16局,对面靠一拳杀陷阱直接打飞太阳骑士。一拳杀击退20,重力仓鼠球击退6*2(虽然被击飞时我压根没看到仓鼠球出鼠),小鳄鱼死了鼠王没出杂技团没有击退,合计32击退,打裸的太阳骑士41%击退抗性也就能击飞不到19,勉强有可能会飞。问题是我的太阳骑士还有复印机巨人卡+太鼓+爆米花雨,已经第3次被一拳杀击退的时候才飞的,怎么说也已经叠了20层以上的变大了,一层变大还有2%击退抗性呢,正常这会儿压根应该推不动了 合理怀疑以下bug复合作用:1是变大的额外抗击退效果压根没实装,哪怕不是加算而是乘算,20层下来也不可能从对面桌直接飞人了;2是击退存在空气判定,即被击退的动画过程中还会产生新的无接触击退判定;3是特定情况下没有计算击退抗性直接使用了税前击退值 题外话,挑战模式不给自定义阵容真的很弱智。我每次想复盘类似的局面是不是稳定出现时,都会被这个只能复制终盘阵容的设计给气到 即使不考虑以上bug,这个击退对整个游戏的影响也只能称为负面。近战c位的核心道具只有磁力,必须要靠坚韧给的免疫击退才有输出环境,否则即使是1v1也极其容易出现永远被击退永远还不了手的情况。典型有一次两只鳄鱼对啃,我吃4水果他吃3水果,都没有迅捷,理论设想两边都是1.5攻速应该均势对局我每轮多偷一个buff慢慢滚雪球;实际情况是他在第一次对撞中先出手之后始终都是他攻击,我的鳄鱼一直被击退一次也没击退过他,最终被逼到桌边然后被飞,设想中的均势对局压根不存在 对了,还有逆天匹配的问题。毒牙鳄鱼作为一个需要2件紫色基础道具(稀有度第二高)才能合成的橙色道具,我最早第2个玩家对战回合就见过。而我自己玩了103把对局,在这个阶段甚至连一件紫色都没见过,别说买不买得起的问题
It's a good inventory game, good QoL and controls, nice selection of classes, cute art but visuals can get a bit much. For the price it's a great deal. One issue unrelated to the game is this genre for me is played out now so i would say don't expect this to grab you as much as your first inventory game.
傻逼一样的匹配 傻逼一样的平衡 傻逼一样的策划 傻逼们记得给美术磕一个
策划玩人 10盘里边 只有2,3把能玩进10轮 什么J吧刷新机制 别跟我说啥 玩法 阵容 匹配 啥的 我来开心的 你这存心给人添堵
卡池再不做减法这游戏就要死了
A solid autobattler with a lot going for it. There are a huge amount of items to buy and explore, and loads of different interactions for the number crunchers. The inventory-style item management gives you a lot of freedom to make fun combos. The game looks alright, but lacks some polish, particularly in the audio. I ended up muting it pretty early.
very fun love all the diffrent chains
another fun game in the backpack battle genre!! get it!
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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