
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 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
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 75 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Acho a progressão meio devagar mas é um jogo legal
经典的肉鸽牌组对战游戏,二十多块钱可以在对局中享受博弈的快感相当划算,输了也没事,可以思考分析完善自己的构筑,一步步变得更强
玩法类似于背包乱斗,背包摆放和连锁机制还是挺烧脑的,经常要考虑半天怎么放才能来个最佳构筑位置
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 75 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挺喜欢画风的,狐妖的立绘很戳我。就是感觉玩起来很看脸,有点挫败。
希望流程再长一点,10轮有时候不够玩
Actually 44 hours on steam deck which for me is quite a lot Kitsune is the best very good game easy on the eyes tight mechanics and fun
美术风格和游戏玩法很吸引人,但个人认为这款游戏仍然有许多需要优化的地方: 1. 角色升级太慢。当我从试玩版更换到付费版的时候,受限于等级,我仍然不能在短时间内体验到所有角色的全部玩法,而这又会因为匹配机制和难度设置而雪上加霜 2. 匹配机制和难度设置缺少动态平衡。当我选择了简单难度的非排位模式时,我的对手包括但不限于:天胡开局的幸运儿,充分了解角色机制和卡牌构筑的老手,还有无论等级比我高还是低,卡牌质量都比我强的人。我能理解这种情况受限于匹配机制,但我既然选择了简单难度游玩,你理应为我匹配一些真正新手的阵容,而那些胜率过高的阵容很明显不应该放在简单难度里面。 3. 对局前期的胜负受随机性影响太大。当大伙都只有一个英雄卡和一两个攻击卡的时候,运气才是决定胜负的关键,当我一次又一次看着对手的英雄卡只差一次攻击的血量,而我的英雄卡或者攻击卡却选择攻击其他无关紧要的目标而输掉对局的时候,我顿时萌生出了卸载游戏的想法。我知道游戏给了重来的机会,但把宝贵的重来机会用在这种场合真的符合你们设计的初衷吗? 我是因为黎明杀机的角色才购买的这款游戏,但目前我恐怕没有动力去解锁那些角色了
very fun game!
Franchement le jeu est plutôt addictif ! je trouve qu'il a un air de backpack battles, peut être un peu de Oaken Tower... L'idée est d'acheter des items (armes / armures / consommables / accessoires) et de les placer sur un plateau en essayant de créer les combos les plus puissants possible afin de détruit l'adversaire. L'objectif, tuer la tuile hero de l'ennemi en autobattler ! Je trouve le jeu soigné dans son gameplay et son ambiance très plaisants. Pas si simple a prendre en main pour win souvent car il demande vraiment de réfléchir tant sur les achats, les placements, ou les combos/synergies... avec en plus une part de chance de trouver les bons items ou l'espoir de ne pas tomber trop souvent sur des adversaires qui vous contre facilement... ce qui peut déranger, mais moi, je trouve la part d'aléatoire plutôt bien dosée.
Need extended mode after victory. I want my build dominating more pls.
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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