
Tactical team-building roguelike auto-battler with active and passive playstyles. Draft a team as you explore maps full of monsters, build synergies, equip items and cast spells to support your team during battles and help them escape the Underboard.
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): 0.17/day in the week to Aug 6 → 0.14/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
Tactical team-building roguelike auto-battler with active and passive playstyles. Draft a team, level them up, equip loot, and stack Traits to maximize your synergies. Fight through randomized maps, using your spells and Masteries to support and refine your builds. Explore multiple Zones to conquer challenging bosses and help your team escape the Underboard.
Characters battle on their own based on positioning and aggression. Look out for enemy threats and position your team accordingly.
Build a team of characters with traits, items and spells to create the best synergies you can.
Cast spells to actively support your team in battles, or reserve your Mana to grant them passive bonuses. Upgrade your best spells or go for more tactical flexibility.
Draft a team of characters, each enhanced with random Traits. Matching Traits between characters grants further bonuses to your team.
Level up your characters by killing monsters, then kill bosses to unlock their evolutions.
Loot and craft items to equip characters with stat bonuses, extra traits or unique effects.
There are countless combinations of characters, traits, items, spells and hundreds of unique stats!
Explore randomized maps shrouded in fog of war, full of monsters and treasures.
Unlock harder Zones to explore by killing Pinnacle bosses at the end of your explorations.
Each Zone has its own distinct theme, with its own enemies and bosses to conquer.
Unlock Masteries as you play, allowing you to further specialize your teams for future explorations!
Genres
Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Of those I played so far, this is my favorite autobattler. Imo it is pretty underrated. Fun unit variety with wide-ranging stat, passive, and active synergies which make every team you put together unique. Spells and passive cards also add a bit of flavor to the build as well as items that allow you to min-max every character. love the art style, has a late-90's / early-2000's cartoon network style that's super fun. 4 main difficulty modes, masteries to complete that enhance your run, and endless mode to beat after you've finished the main difficulties. Quickly became one of my favorite recent roguelikes
um ótimo jogo para o seu Gênero, ele começa simples e com um ritmo tranquilo onde Você consegue ver todos os seus itens, personagens e classes em conjunto funcionando de forma belíssima, quando você vai avançando e otimizando as suas builds você consegue ver tudo sendo destruído com números voando por toda tela, muito satisfatório :3 o jogo tem uma boa rejogabilidade com seus diversos itens, habilidades, personagens e classes, além dos artefatos que você pode desbloquear jogando o jogo de uma certa forma, que te incentiva a experimentar outras classes e estratégias. não sou de me importar tanto com platinas, mas as conquistas foram algo que me incentivou nesse jogo também, já que elas são diretamente conectadas com o que você desbloqueia no jogo, naturalmente você vai zerar o jogo e pegar todas as conquistas, no final acaba tornando a platina muito mais interessante já que não são conquistas que vai te consumir um tempo absurdo ou fazer algo entediante para ganhar nada em troca recomendo
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Spanish - Latin America, Simplified Chinese, German, Japanese, Korean, Russian
Hours played at review time, across 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Cool now
bem legal mas muito curto :(
偶遇杖剑传说的战斗原型,上头!初玩杖剑最眼前一亮的就是战斗了。
an excellent autobattler roguelike with one glaring balance issue as someone that enjoys roguelikes and autobattlers, I've been frustrated with the combination of the genre as very often they are ENTIRELY luck based or FAR too easy, underboard overall feels actually well balanced compared with many others where you usually do feel that you CAN lose but there's enough strategic options to tilt the scales. but with one major exception, the final bosses of each area tend to be brutal difficulty spikes with very little ability to prepare for them as you are not able to see their phases before the fight, and one of the games strengths that avoids losing to one singular thing that counters your build just DOES NOT work on them, you have a life pool that you spend when you lose a battle, and any enemies you killed revive with 25% less HP, so even if a fight counters your build you can grind them down at the cost of your life, but bosses are usually solo affairs so you have no ability TO get a ghost stack on them, so a life build just loses slower, if there was a health checkpoint that'd put a ghost stack on the bosses that'd help immensely with the final bosses feeling unfair
Spoko gierka, ale ostatni boss to jakaś pomyłka nie da się go pokonać. Poza tym wystarczy zagrać w demo pełna wersja nie różni się zbytnio od dema
I love this game, played a lot on the demo. Chill way to spend some time especially if you like auto-battlers, music and theme are top tier.
+
I have to leave a negative review for now, even though I don't really want to. The earlier sections of the game are quite fun but the difficulty scaling is bad. You'll feel rewarded for thoughtful play for a while but eventually you'll just become a slave to RNG. Do you or do you not get offered the things to win or not? Do you roll the bosses that are, as far as I can tell, often mathematically unbeatable with the things you've been offered in a run? I like for my roguelikes to actually reward making good choices and for it to be possible to salvage 80%+ of runs if those good choices are made. In the later stages this game simply does not offer you the tools to succeed probably over half of the time at minimum, and that feelsbadman. These are probably all fixable problems but as of the current state of the game it REALLY loses the appeal after a few hours. The later bosses having punishing mechanics but you go in blind so you can't work around them. You either do or do not have the tools to win against them. Some of them will just counter you and that's that, but you have no way to know until you get there. The RNG weights feel off too. Quite a few of the characters are basically useless and at least some of those are useless because the entire mechanic they're built around is useless. For example, in most cases, DOT effects are way too slow to do anything and will be wasted. The variance in character power, spell power, and item power is so wide that you are more of a slave to the RNG than you are your own mistakes.
Players by region
Where this game's players are, estimated from review languages.
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