
A unique roguelike card-based tower defense game. Strategically place cards, manage resource transport, balance production with combat, and craft distinctive decks to claim victory.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 12 → 0.29/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.
About
Where other tower defenses focus on troop synergies, Strategy Command makes supply lines your lifeline.
Food, materials, tools, transport... Produce, ship, and consume resources across your buildings. Master this economy to train waves of castle guardians, who'll send those monsters packing! Hah!
No fixed strategies here. As fog-of-war lifts, adapt to unpredictable terrain.
Study roads and topography to pinpoint ambush zones. Complete quests, explore ruins, and evade disasters—special intel will elevate your tactics.
One castle secured? March to the next!
The Goddess grants legendary artifacts while merchants offer powerful cards. Combine them wisely—seek balance or embrace extremes. Outmaneuver diverse foes by exploiting weaknesses and amplifying strengths.
Pick your clan: Each with unique mechanics and cards, demanding fresh tactical approaches.
Do you like challenge?From mental warm-up to tactical gymnastics—all playstyles welcome!
Immerse yourself in this gradually unfolding strategic journey.Step to step, maybe you will become the master.
<Transport Legion> Is:
A turn-based game for deliberate planners (pause anytime, no rush).
About adapting, not memorizing solutions
A bit challenging, similar to a German-style board game.
1-2 hour sessions with no meta-progression grind.
A game with conservative numerical values, small yet precise
Not Included:
No real-time reflexes or twitch gameplay.
No rigid best build—every run demands innovation.
No A game that can be cleared without thinking.
No repetitive grinding or meta-progression.
No endless number-chasing; just polished, meaningful choices.
This game was developed by a solo developer. To make the game accessible to more players worldwide, the localization has been assisted by AI.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
还挺好玩的,刚完成第一个家族。。终于悟了原来是下棋游戏,资源运输和站位是最重要的。画风很可爱!
和方寸文明一样画风很可爱,画像更多了。玩法极具创新,每个家族都有一定差异性,非常耐玩。
機制特殊,但沒有深度。5/10
Media

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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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Japanese
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很有德式桌游风味的游戏,难度确实不低,但是难度设计算是比较惊艳的一点,每一个难度都会引入一个新机制,不是简单地加敌人数值和给我方限制,不过感觉秋季以上难度还是有点高了。另外,希望加入撤回上一步操作的选项,建筑一旦放下去就落子无悔了,刚接触一个家族的时候很容易出现一个建筑放错资源取错就死局的情况。
开第二局游戏保存并退出,之后无法正常开始游戏! [PhysX] Initialized MultithreadedTaskDispatcher with 8 workers. UnloadTime: 5.288800 ms NullReferenceException: Object reference not set to an instance of an object at SaveManager.MenuLoad () [0x0002b] in <39639bfac1f942aa869f4691e68fd3a9>:0 at SaveManager.Awake () [0x00011] in <39639bfac1f942aa869f4691e68fd3a9>:0 NullReferenceException: Object reference not set to an instance of an object at SaveManager.MenuSave () [0x00000] in <39639bfac1f942aa869f4691e68fd3a9>:0 at SaveManager.BeforeQuit () [0x00006] in <39639bfac1f942aa869f4691e68fd3a9>:0 at SaveManager.EndGame () [0x00108] in <39639bfac1f942aa869f4691e68fd3a9>:0 at ButtonUI.FullFill () [0x0020d] in <39639bfac1f942aa869f4691e68fd3a9>:0 at ButtonUI.ClickOn () [0x0001b] in <39639bfac1f942aa869f4691e68fd3a9>:0 at Mouse.Update () [0x001bc] in <39639bfac1f942aa869f4691e68fd3a9>:0 ;
游戏机制非常新颖,我也很喜欢这种运筹帷幄的玩法 但是现在游戏难度有点太大了 地图随机刷新和开局手牌不同会造成难度上下限过高 而卡牌升级的唯一途径就是刷新购买,但是升级给的数值非常低,不如多给点双地形升级 运营部分非常的烧脑需要长线规划,玩多了会非常的累,希望能给个无代价撤回上一步操作的设置,不然走错一步后续的运营就崩盘了,而我经常猪脑过载就会玩的非常难受 但总体上还是非常好玩的,就是希望能多出一些单位 还可以考虑出些陷阱卡放到道路上,比如路障城墙、地刺伤害、传送和挖坑暂时禁锢拖慢敌人之类的 很多东西都可以参考一下隔壁kingdom rush的技能效果
刚玩两小时 就只用飞马家族打通了一次普通难度,怎么就直接解锁了“至少五个家族通过极难难度”的成就啊?
pretty good! The supply chain mechanics add an interesting twist to tower defense + roguelike deckbuilding. Like if Monster Train and Unity of Command made an English-second-language baby while streaming Game of Thrones...
好玩!也好难啊!
经常最后一波暴毙,无语。 打无伤成就,最后一波就硬给你皮血进去一个
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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