
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
A complex strategy turn-based game. Although it would be good to have an english dub.
I dont even like the CRPG theme but I think I do now. Very good turn tactics. Very wide and deep. Story is cool.
有点女神异闻录的味道,有深度,有剧情,有玩法。
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.
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
Im still quite sad than this game after 6 years still didn't got a spanish translation, or any european translation besides Russian, since i think it would greatly benefit the popularity of the game, specially if we will get a sequel on the future. But in any case, TroubleShooter is a great game. I do think the game gives vibes of a PS2 era game because the graphics, UI and animations look kinda outdated, but considering this is a indie game, and the gameplay is great, i can tolerate it. TroubleShooter for a first shot in SRPG is a really good game in the gameplay aspect, and that's the most difficult part to deal with. Im not gonna think this game will be updated even further in the future, since after 6 years, the DLC's and the multiple updates, is clear this game is now in a "stable" position, where it reached it's climax and the developer is now focusing on the future, i just hope someday, more languages will be added in the future.
Need more new Content!
This is one of my favorite games. If you enjoy turn based games at all I'm sure you'll enjoy this, there are plenty of characters each with a unique kit that can develop in different ways based on how you build them. The story I enjoyed and there are plenty of missions and side quests to do. The combat is in my opinion the best of this genre, I particularly enjoyed the longer missions. I can't recommend this game enough, try it! I really look forward to their next release and can't wait for it.
量大管饱,喜欢战棋游戏的可以试一下
Je rédige rarement des avis Steam, mais après environ 80 heures sur TROUBLESHOOTER, j’ai un peu l’impression d’avoir volé les développeurs vu le prix du jeu. Je vais commencer par le principal défaut : le début est lent. Très lent. J’ai réellement failli arrêter pendant les premières heures parce que j’avais constamment envie de dire au jeu : « bordel, laissez-moi jouer ». Beaucoup de dialogues, beaucoup de mise en place, des missions scénarisées qui imposent parfois des personnages ou des situations alors que j’ai surtout envie d’utiliser l’équipe que j’ai passée une heure à construire. Et pour être parfaitement honnête : après 80h, je serais incapable de vous résumer correctement l’histoire. J’ai fini par fast-forward/skip une bonne partie des dialogues. Je fais aujourd’hui principalement les missions histoire parce qu’elles débloquent davantage de contenu à jouer. Mais quand TROUBLESHOOTER vous laisse enfin jouer, c’est une dinguerie. Le système de builds est probablement l’un des plus profonds que j’ai vus dans un tactical RPG. Les masteries ne sont pas simplement des passifs que l’on empile : elles appartiennent à plusieurs catégories, coûtent des points, peuvent modifier la capacité de ces catégories, débloquent des mastery sets lorsqu’elles sont combinées, et créent énormément de synergies. Une mastery médiocre prise seule peut devenir indispensable simplement parce qu’elle coûte 1 point de Défense et vous permet de récupérer le point de Support nécessaire pour terminer un autre ensemble. On finit par déplacer une mastery, en débloquer une autre, compléter un set, modifier une statistique, puis lancer une mission juste pour voir si le monstre qu’on vient de construire fonctionne réellement. Si vous aimez le theorycrafting, c’est extrêmement dangereux. Et le jeu continue de rajouter des systèmes pendant des dizaines d’heures. Classes, équipements, crafting, recherche de masteries, relations, nourriture, missions répétables de haut niveau, boss et ennemis rares… puis on vous donne un ingénieur capable de construire et personnaliser des machines. Et beaucoup plus tard, tranquillement, le jeu vous annonce que votre sniper peut capturer des monstres. Pas simplement invoquer un pet prédéfini. Les capturer. Les faire monter de niveau. Gérer leur loyauté. Choisir des masteries liées à leurs différentes phases de croissance. Les faire évoluer dans plusieurs branches avec des rôles et éléments différents. J’ai découvert ça après des dizaines et des dizaines d’heures et ma réaction a essentiellement été : « MAIS QUEL MALADE A FAIT CE JEU ? » C’est probablement ce que j’apprécie le plus dans TROUBLESHOOTER : il donne constamment l’impression que les développeurs ont ajouté des choses non pas parce qu’il fallait pouvoir les mettre dans une bande-annonce, mais simplement parce qu’ils se sont demandé : « ce serait pas fun si on pouvait faire ça aussi ? » Mon activité préférée est maintenant de prendre les missions répétables de haut niveau comme des challenges, tester mes nouveaux builds, rencontrer des boss, farmer de nouvelles masteries et recommencer à bricoler l’équipe. Il m’est déjà arrivé de passer presque autant de temps à construire un personnage qu’à le jouer, et TROUBLESHOOTER est l’un des rares jeux qui récompense réellement ce comportement. Il n’est clairement pas parfait. La narration peut être lourde, l’interface n’est pas toujours très rapide, certaines mécaniques sont mal expliquées, la présentation trahit régulièrement les moyens limités du studio et la quantité d’informations devient parfois presque excessive. Si vous arrêtez de jouer pendant un mois, bonne chance pour vous rappeler pourquoi vous aviez mis telle mastery étrange sur tel personnage. Mais cette profondeur presque excessive fait aussi partie de son charme. Et surtout, il y a une générosité assez incroyable derrière ce jeu. Après 80 heures, je découvre encore des systèmes entiers que beaucoup de joueurs ne verront probablement jamais. Pour un jeu vendu à ce prix et développé par une petite équipe, la quantité de contenu et de réflexion dans les mécaniques me paraît franchement absurde. Je comprends maintenant les joueurs qui disent avoir acheté un DLC ou l’artbook simplement parce qu’ils avaient l’impression de ne pas avoir assez payé le jeu. TL;DR : Si vous voulez surtout suivre une histoire sans passer beaucoup de temps dans les menus, le démarrage risque d’être difficile. Si en revanche faire un build vous amuse autant que jouer le build, achetez-le. Et apparemment, à un moment, vous aurez aussi des Pokémon. Merci Dandylion.
i'm nowhere near done, but i've enjoyed my time with the game
all around great experience
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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