
TROUBLESHOOTER: Abandoned Children is the first season of a turn-based strategy SRPG that takes place in the world of Troubleshooter.
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): 1/day in the week to Sep 14 → 1.57/day in the week after.
About
( * Unofficially supports translation for German, Italian, French. Those translations are written by gamers and some part of it is written by machine translation. You can select those translations in the game option. )
TROUBLESHOOTER: Abandoned Children is the first season of a turn-based strategy SRPG that takes place in the world of Troubleshooter.

Valhalla is a free trading nation erected by three world powers for their own benefits after the world war. In an attempt to control the nation, the three world powers banned the army from Valhalla. Due to these circumstances, public order in Valhalla is always unstable and thus after ten years the Valhalla government made a bold decision.
The Valhalla government granted civilians the right to investigate and arrest criminals in order to lower the rising crime rate. People call them Troubleshooter.
10 years have passed since the introduction of the troubleshooter system. Albus, a 20-year-old young man, becomes an official troubleshooter. Albus first starts his company on his own but soon takes in many colleagues as he solves more cases. All these new members of the company have their own motivations and stories. You will be experiencing a variety of missions in Valhalla through their stories.

All characters in Troubleshooter have their own unique classes. Each character can rank up to the upper class, and the role of your character changes according to the class.
All characters in Troubleshooter can acquire various masteries according to their levels and classes. Furthermore, you can activate additional effects by combinations of masteries. Utilizing this, you can make a character for your unique strategy.
Such masteries can be acquired by leveling your character up. However, in most cases, you can acquire masteries from enemies. In other words, you can take your enemies' unique traits and apply them to your characters.
There are more than 100 unique missions in Troubleshooter. All missions are designed independently, and all of them have their own unique circumstances.
Troubleshooter uses more than 500 cut scenes to portray the story.
As new characters join your company, playable content will be unlocked according to their roles. For example, if you recruit a hunter character, you will be able to tame beasts. You will be able to craft drones if you recruit engineers.
※ We support offline mode, which is for those who have an unstable internet connection.
※ Multi-playing contents will be added continuously, and for safe and fair user information, we require your internet connection on online mode.
※ There will be updates and maintenances, which will be announced in advance. You will not have access to the online mode of the game during this time.
- Time Required: 2 hours (Can change)
- The period of the update can change according to the contents at work.
※ If you want to get more information about the game, please visit the Troubleshooter Discord channel (Unofficial).
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Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 877 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is such a MASTER of an TBT game. So much replayability, great characters, great story and great gameplay. I can't wait for the next story.
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It's literally so peak, but I will say that you'll need to invest some serious playtime before it starts to get there. Autism required beyond this point!!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.6M | 11.7K | 94% | $19.99 | |
| $5.6M | 11.7K | 83% | $19.99 | |
| $5.5M | 15.6K | 90% | $9.99 | |
| $5.5M | 4.8K | 55% | $59.99 | |
| $5.5M | 28.2K | 96% | $9.99 | |
| $5.5M | 3.4K | 83% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $19K | 62 | 81% | $14.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $3.4M | 5K | 88% | $29.99 |
Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 4 → 2.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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, Korean, Simplified Chinese, Japanese, Traditional Chinese, Russian
Hours played at review time, across 880 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fantastic game with really good game play. It's definitely a slow burn type of game, but the X-Com mechanics with JRPG character building and a fairly good story make for a solid recommendation.
후속작 출시 기대중~ 최고의 턴제 게임 중 하나~ 2장 이후 캐릭터들 합류하는 시점부터 적들 써는 맛이 시원시원함
bought this game while ago but my laptop wasnt able to run it so i had it on backburner for a long time and eventually forgot about it. lately i have hard time finding games that captivate me for longer period of time and tend to play online games that last 15-30 min max per round and decide after each round if i am in a mood for another so much so that i thought i cant enjoy offline games. Luckily i was wrong and again luckily i gave this game a chance as it is becoming my favorite game and i am shocked with how time flies when playing this game. Game is challenging but it has options to make the gameplay easier for those who prefer story. it gives player lot of initiative and responsibilities in and out of combat. there is lot of management, lots of grinding and numbercrunching and all that but nothing seems too tedious or crucial so if anything is not to your liking you can just ignore that aspect of the game. Characters are interesting which at this point i cant tell if it is the matter of game being almost decade old or not because 99% of new games especially singleplayer and/or offline game characters all feel like there is little to no effort in making them. every new character feel like a statement rather than personality but not in this game. It feels like breath of fresh air and i am glad i came back to try it again on new laptop as this game is most fun i had in a long time. EDIT: 200+ hours in and i think its safe to say this is my favorite game i ever played and the fact its only 20$ with so much value and quality while some of the games cost 80$ for no reason other than branding that contribute nothing that previous 10 edition of same game dont already have is a sin. This game deserve better
GG! Anime-X-COM is more fun then regluar X-COM :P
说实话,我喜欢这款游戏,天赋,机械,野兽和各种人物技能搭配起来很有意思,故事不算差,画风也算不错。但我今天属实是彻底生气了,我很少去考虑给游戏差评,我希望能对创作者们的苦思尽量给予肯定,但今天我所体验的DLC游戏内容属实让我想不明白设计者到底在想什么,说实话我挺想直接骂人的,所以中午我尝试休息了一下,再重新体验了一下,我发现我还是想骂人,所以我决定直接问问开发者,你们到底在想什么? 让我们先讲讲一部分玩家都提到过的支援射击,这个在本体后期就开始出现的天赋,说实话这个天赋就让整个游戏开始变得不可理喻了。我方控制角色即便遭受一击不死,也会遭受敌人后方的枪手补刀。经常是近战冲上去,然后对方任意一发攻击,出来两三个人补枪,尤其是狙击手的补枪,由于爆头的存在伤害可能非常恐怖。这个游戏后期我们和敌人的数量比经常是一比五以上,甚至是一比七,一比八,在攻击频率差距已经如此大的情况下,支援火力这种天赋进一步拉大了这种差距。诚然,每关并不完全是对方所有人上来就全来打你(我认为。这也是这游戏为啥还能玩下去的最后遮羞布了)。但这是一款有地图阴影的战棋游戏,玩家得往前走才能知道前面是啥,而枪手的攻击距离至少13,甚至可以达到15,那么你可能就会遇到近战走过去看到一个人然后这个人过来打你一下,后面你看不到的地方,就好几个支援火力过来了的情况。体验过的玩家应该都清楚,走了几步,然后对方回合,就一直看AI连续不断的射击动画有多影响感受。然后就是天赋冲击场,强制伤害只有最大生命值一半,这个天赋在敌我双方数量差距悬殊的后期,强迫玩家至少用两个攻击频率才能杀死一个攻击前排,可是我方的多段攻击少的可怜,而且DLC大家也都提到过,数值很异常,近战动不动就快三位数的格挡,带着吸收力场的机械,游戏体验说实话从这段开始就开始变差了,虽然如上所说,不至于不能打,但真的开始能感觉到乐趣在逐渐减少,让人生气的地方却越来越多。 但今天长久的不满为何爆发,我现在玩的一关名字我忘了,是DLC2关卡中怪物之后的一个,也就是蛇夫三人组的初登场。开局我方十二个人被分割成了,三组,每组各四个人。请注意,这种方式本身就已经提高了难度,在敌人数量远多于我方的情况下,尽可能利用地形来局部多打少,可以说是个基本,可现在我们就十二个人,还被分割了。然后这关枪手贼多,非常好位置的高楼上的狙击手就至少四个,这就意味着无处不在的支援火力。如果说现在还能算是难度,那么当我发现狙击手这关也有冲击场天赋的时候,我脏话就开始停不下来了,之前狙击手也就是掩体后面时候有个百分之五十左右的格挡,我觉得已经很不可理喻了,处理优先度这么高的狙击手居然能给上冲击场,这不是纯恶心人吗,远程的技能基本都没有多段的,怎么合计的,给已经在高楼,处于大队伍层层保护的狙击手,也安排冲击场的???有的玩家可能会说,那你就优先解决前排呗,好了,本关最恶心的设计出现了,在上述天赋的基础上,我认为最恶心人的天赋,惩罚射击,他的原理是只要队友遭受到了攻击,在枪手攻击距离内的话,枪手就会反击,防御版本的支援火力,支援火力还嫌弃不够恶心,这次在玩家回合也有枪手反击了,惊不惊喜,意不意外。然后中距离的清道夫就会用他的沉默和其他一连串负面天赋,让你的天赋发挥不出来,最后就是减速挨射,动都动不了被敌人带走。好了,那么我带着情绪却诚心诚意的发问了,还请大发慈悲的告诉我,创作者设计这个天赋是出于什么角度,什么思考,你们是怎么认为你们精心设计的作品的,如果你们认为这是一种难度,那请问设计组你们自己玩的时候是心情十分愉快的通关的吗?没有难度玩家最多会说一说,太简单了,希望下次改进。但玩家如果被恶心了,会十分生气,影响一天的心情,那我想请问,你们设计的游戏乐趣在哪?DLC只是你们验证想法的试验场吗?玩家只是不配被在乎感受的小白鼠吗? 哎,我已经尽可能想不去骂人了,但说实话写这些的时候,我心情依然不算好。我把我一些我认为我个人无法理解且可能是问题的地方,都写在下面,开发者也好,玩家也好,希望有缘人能给我解解惑。 1.关于枪手,在枪手如此imba的情况下,枪手的命中数值是如何设计的,为何在强化烟雾弹里,我感觉枪手的命中依然十分可观。而且枪手的数量是不是也太多了,你咋不干脆都整成枪手然后我上去砍谁一刀,就被各种反击打死呢??有尝试过用十二个枪手在大概二十格左右距离打十二个主角团,这种情况能打赢吗? 2.关于凯力的索敌。这毫无疑问本应是本作的基础探索技能,但这个距离是15,那我想请问,这个距离就算能探索到敌人,我咋保证安全呢,怎么保证不算防御性角色的她被乱枪扫死呢? 3.天赋已经被槽位限制的情况下,为什么还要搞所谓的上限点数,让玩家在那里苦苦思索搭配,然后进入关卡,一分钟不到就被枪手干烂,是一种设计成就吗???同理,为何不简化生产装备的要求,当一个游戏的难度主要集中在某一方面时,为何不简化其他方面,减轻玩家负担? 4.在种种限制下,为什么还要搞这么多敌人数量,地形优势,攻击距离,全场惊动,我方单兵数值也不算碾压的这些还不够吗??? 哎,就这样吧,小毛病我印象中还有,但我暂时也想不起来了,先挑一些主要的说吧。就先这样吧。 ----------------------2026.07.08---------------------- dlc2基本都结束了,前天60紫本过完,昨天又刷了刷,边边角角的东西还差一些,但大体上结束了。我全程就是困难模式,就紫色副本我是开挑战模式打的,之后也不会去打最高难度挑战或者其他的额外设置了,没有感觉到这样做的潜在乐趣。 游戏目前我个人认为最大的挑战还是,59紫本里如何处理猛咕王,虽然有更高等级的60紫本,但是有可以避免混战的方式,而且关卡设定上人员比较分散,也不会直接全场惊动,所以我觉得60紫本反而没那么困难。在59紫本中,各种猛咕,本身就挺棘手的,尤其是投手,然后猛咕王在一定条件下会全场警告,主动来找我们。另外,这个boss有一个第一次出现的设计,应该是,它视野中的玩家角色每消耗一次行动力,就会有一次行动机会,这个如果直接和玩家大部队遭遇了,很容易直接被突脸,短时间内脆皮角色全被秒。能过掉猛咕王我感觉这个副本就通过了7成。我当时的进度好像是依然没有打我上面吐槽的那关,有点印象不清了,至少肯定是没打最后一关的。猛咕王这个角色皮糙肉厚,正常的单人角色很难杀,(当然可能,不死魔女可以,但我也是后来才知道这个套路的),所以就希望通过一个角色拖住他,然后剩下的角色在他的视野盲区辅助攻击。拖的角色我选择了狂战套的艾丽莎,消耗敌人的进攻频率顺带百分百命中反击很好用,自身也足够肉,也能复活和触发不死。地点选在了出生点(出生点需不需要选我也想不起来了)左侧的桥上,这个位置正好能躲在建筑后的小路草丛里用雷伊能打到上面(而且雷伊大招是多段的,也能主动触发),打出第二条命后,我用米斯媞开隐身给了四段但只打了半血,(可能我当时人物配置有问题,总感觉这个输出不太对),但最后用其他人物补了一刀,成功打掉了。在猛咕王没被处理掉的阶段,建议就卡在出生点的台阶前,消耗敌人数量,以防遭遇战和减员。 最后讲讲剧情吧,我挺喜欢本作的故事,一些朋友评测时提到,感觉啥也没讲完。事实上也确实是这样。因为这是一切的开端,本体将瓦尔哈拉当前的现状简单拉出水面,过去与现在。而dlc的黑魔女和白狮子,深红乌鸦在情节上为我们连接了未来。卡特的去向,黑星的心脏,吉赛尔对本施耐德的追捕,比尔科脱离家族后想再见到过去唯一的朋友,都为我们指向了铁森林深处,一个很显然,人类很难踏足的危险区域。所以当结尾安想问,阿尔伯特暑假要干什么的时候,我总觉得这是不是一种暗示,暗示接下来要发生的剧情,即全员最后都参加了远征队,在接下来的数个月里抓捕本施耐德,和再面勺子教,最后拉开新的涉及瓦尔哈拉高层和这帮贵族权谋的幕布。我个人真的很喜欢这种讲述方式,因为我觉得这让人能感觉到创作者们在用心堆砌和勾画他们所想象的世界,以及他们想传递给我们玩家的心中的故事。最后,我最喜欢的是,最后结尾里,大家在安毕业时的合影,这些人出生不同,经历不同,所求也不同,甚至目前来看,大家也只是短暂的呆在一起。但当所有人都盛装出席队伍里唯一一个正常家庭长大的孩子人生中相当重要的场景时,那些笑容(凯利甚至还稍微吐了吐舌头,不知道是不是吐槽挨着跟她最不对付的吉赛尔)让我联想起了过往的一句话,我很喜欢的一句话,即伤痕累累的灵魂散发着光芒。所以,如果有剧情承接的续作的话,我衷心希望首发豪华版支持一下。 最后统一回复一下可能同一类型的评论,我感觉一些朋友是不是出现了误区,只要你水平够高那问题就不存在了。本作本来就存在难度梯度设计,那就谈不上没有选择的硬核,既然是允许普通玩家游玩的,那菜不才说明接近普通玩家的游玩状态嘛。从目前通过成就率来看,单纯到dlc2能玩完的,百分之2都不到,就从本体看,能玩到安入队的,三分之一不到。能说当前游戏没有冗长的问题吗?冗长是个结果,原因是多样的,反复刷的天赋,对于一些关卡所谓的耗就能赢本就是一种磨时间的策略,这跟数值,天赋配置和敌人数量不都有关吗。每个玩家游玩的状态本就参差不齐,不是所有东西都能体验到,就假设朋友说的都对吧,那我该咋知道这些信息呢,宠物得抓了才知道,附加天赋也得凑,我为了过一关先做数小时甚至十几小时的探索和功课,然后这关过了,这是给一个非挑战模式下的困难难度的应有的设计吗?冲击场强硬的锁一段伤害上限,然后用高频率反击影响玩家试探选择,而且连着去看那些连锁反应动画,不闹心吗?这有必要吗?玩游戏是为了乐趣,难度挑战也只是乐趣的一种,目前游戏的设计真的没有由于尝试过多想法导致的既要又要,从而增加了玩家游玩负担导致游玩乐趣降低的问题吗?在体验完了游戏基本所有内容后,我依然认为当前游戏是需要做一些取舍和进一步简化的。其实我觉得我也代表不了多数玩家,因为我也玩完了,我恐怕也是少数,但我觉得我的某些心情是普通玩家会遭遇的,就是这样。差评什么时候都能改,但不同的观点还是希望能多让制作组看到,那就到这吧。
fun
今天发现这款游戏要出续作了,,之前玩了一半然后弃掉了,,弃掉的原因其实很简单,,也是战旗游戏的通病,,破局之后的收尾太过无聊了, ,收拾残局非常的漫长且没有挑战,,我十分建议制作组能添加即时制的切换或者跳过选项,,即时制的制作可以参考一款游戏叫: 逸剑风云决,里面有非常巧妙的设计。 期待新作。
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