
Turnbound is an auto battler, where you manage a hero's inventory to escape a haunted boardgame. Each run is different from the last, with unique upgrades, combos and synergies. Async PvP lets you battle the ghosts of other players at your own pace in this unique new inventory battler.
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): 0.71/day in the week to Jul 31 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Turnbound is a strategic autobattler focused on experimentation, theorycrafting, and mastery of the odds.
You are trying to outsmart your way to freedom from a haunted board game where each session pits you against the trapped souls of other players. You battle against the builds left behind by other real players in asynchronous PvP battles. It’s a game of competitive inventory management, where every tile you place in your grid has a strategic cause-and-effect loop that impacts the tiles around it. It is a game that rewards foresight, creativity and luck.
Will your design outlive your ghostly opponents… or join them?

During the Shop Phase you pick, place or upgrade weapons, items, armour, consumables and accessories in the most optimal way. Trinkets let you unlock combos and winning battles let you upgrade your Hero through a branching set of abilities. Each round will have you making strategic decisions to execute synergies that give you an edge against your opponents!

Take all the time you want to plan your build and manage your board. Whenever you start a battle you will go against a build from the same chamber, with the same number of shop rounds as you. Whenever you exit a battle, your build is added to the matchmaking database and someone else can face it.
Whether you win the whole run or not has no influence on which builds are added to the matchmaking database. The builds you face as opponents may have lost the run or still be in the middle of it. You can face the build of someone who has played seconds before.

Every detail counts and analyzing them is the key to understanding how to make the most of the tiles you have been given. The board won't always give you what you want, you will need to adapt your strategies, try new things and rely on a little bit of luck. Combat plays out from left to right, top to down - as each asynchronous multiplayer autobattle completes, use the helpful playback tools to better understand how your choices played out so you can improve your grid.
If you keep playing your tiles right, you might just keep your soul intact - and make it to the top of the highest competitive chambers.

Once you have a winning build on your hands, you can compete directly instead of battling spirits asynchronously. Duels let you challenge a specific build by entering a simple code. Share your own builds with a unique code, test yourself against a friend’s strategy or go up against selected Feature Builds from our community!
It’s fast, chaotic, strategic and the perfect way to prove once and for all whose tile brain actually reigns supreme.
4 Heroes
Dozens of trinkets and abilities
Hundreds of items
6 Chambers of progress and Final Chamber Leaderboard
Board, profile, rug and tile customization
Code & build sharing
Some of our players have described it as “Backpack Battles crossed with Hearthstone Battlegrounds,” and said that it's like “if The Bazaar met Backpack Battles” or “if Inventory Tetris and Hearthstone Battlegrounds had a cursed baby”. So if any of those games interest you, you may have fun with this one too!
No Generative AI, was used to create any of the in-game art or assets. Not even the battles are AI, all of them come from saved/winning builds created by other players. Even the tutorial where you play against “the cat", or occasional "bot builds" were crafted by our game designers.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 74 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Looks nice but it needs more way more variety. I played for 2hrs and I feel I already tried everything I wanted to try in terms of the builds. If they added more weapons and items instead of the character skills, the game would be better.
A genuinely great roguelike deckbuilder that I highly recommend everyone to try out. The synergies can be incredibly entertaining when they pop off, and there's plenty content between the four characters, each with three different abilities and ultimates as of now. I would love to see more characters, or even abilities and tile types in the future, but as it stands there's a ton of incredible content currently! Definitely try this if you like games such as The Bazaar or other auto-battlers, as this is an instant favourite of mine
Media

Related
Related
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, French, German, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Шикарная игра, смесь Backpack Battles и The Bazaar
The game is fine. A little light on the item variety and there are clear "best in slot" choices for each character, but overall decent. The reason I don't recommend it is because Backpack Battles is just so much better in every way. Better build variety. More character options. More updates. More cosmetic choices. More interesting item combinations. Better matchmaking (it didn't take long in Turnbound before I was being matched against the same builds from the same players multiple times in a run). Fewer RNG elements. Runs don't feel like they are won or lost in the first few rounds (i.e. better balancing). Yeah, Backpack Battles has its own issues, but it is way more fun, and Turnbound just doesn't so enough to set it apart in what is quickly becoming a very saturated genre.
It´s a hard one. The game itself is like Backpackbattles and the Artstyle is quite nice. It´s engaging and can bring a lot of fun. The pacing is nice and there are enough Combos to entertain you for a while. But after you understand the system it´s quite hard to stay calm. While i, for example, like to play Robin Hood and know there are some item´s that grant you attack and health, 99% of the time you don´t get them early. So when you start a battle after Day 3, the enemies weapons often have like 11 Attack and 28 Health (11/28) While you have a Bow with 4 attack and 6 life (4/6), which, when you do it clever, can go up to like (8/12), which is still no match for the enemy weapons which have those Items BASELINE. The random attack also doesn´t help. Sometimes your Taunt items actually taunt and make the enemy attack it until it´s dead consecutively, but sometimes, without any effect procced, they suddenly ignore this item and attack your Hero for example, which is very strange. There doesn´t seem to be a system behind it. Thorns are also extremely op. Often you have glasscannon weapons which you can´t change so quickly and you loose your entire Arsenal of weapons while not even having a single item of the enemy down, which is nowhere close to being balanced. The game has a LOT of potential, but needs a lot of polishing done.
I dont like the game too much tbh, but I for sure dont hate it, and I wouldnt give it a mid, its still good, kinda, it looks good, and they idea is also not bad, but its way too punishing at some points, I mean, if you need a charge or ammo you done on round 1 already, someone plays life and will win, there is straight for me a loss 7 out of 10... I did reroll and I did use others stuff, it sometimes helped, but mostly Im just screwed the first round, this shouldn't count as loss, if you have bad rng you done. There is not something to come back with when you not hitting the right stuff. So i watched myself restart a run, not for fun, but mostly out of frustration and hoping for a good start, and hopefully you get stuff that fit, if not, the run snowballs pretty fast into a nothing burger. Than again in rare cases I got normal stuff and had a good run of 5-7 wins, but thats like 3 out f 10 of the runs, the rest is drama really. The worst stuff that totaly doesnt combines with what you building, rerolling into something even worse, than I dont have silver to buy when something finally is in shop, its so punishing all. This all sounds negative, and it is kinda, still I recommend the game, it a well worked on game, got to say that, the game and devs are there, amazing art, but the gameplay is not very inviting to play for longer time, it really starts to annoy after a while of searching a nice run, I wish there were like pve matches in between to get stuff, like weapons or other armor if I need that, it doesnt need to be a specific thing, but like ranged weapons, or melee... or armor choice, maybe charge stuff. Now its so all over the place mostly, it takes away from the fun I have mostly in these kind of games
Rng is a bit overly heavy, character designs are fun but the gimmicks on 2/4 of the characters are overly niche and entire mechanics are unusable due to being too niche(mimic is the big poster child here), and hero tiles can get randomly sniped out early on if you don't get lucky and have taunt
The combat targeting being pure RNG is a crazy design flaw. Not fun at all.
This is an incredibly polished autobattler/inventory organization game. The art style is fantastic, and the game feels fundamentally fair in a way that makes it extremely engaging.
What a gem of a game. Not my usual game style, But this is fun and addicting and I love the art style. I think the gameplay might get repetitive over time. There's 4 unique playable hero boards, all with different tiles and abilities, But once you've made your way through it does get a little repetitive.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.7M | 20.7K | 91% | $11.99 | |
| $24.4K | 63 | 79% | $14.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $54K | 153 | 68% | $14.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $184.6K | 629 | 75% | $10.74 | |
| $184.6K | 1.7K | 87% | $3.99 | |
| $184.6K | 988 | 78% | $6.74 | |
| $184.6K | 695 | 96% | $12.99 | |
| $184.7K | 314 | 89% | $19.99 | |
| $184.5K | 444 | 66% | $14.99 |