
Blending deep board game strategy with auto-battling mastery, and designed by Richard Garfield (creator of Magic: The Gathering), lead your Squads over an ever-changing dieselpunk battlefield where no two games are ever the same. Think ahead, adapt fast, outwit your opponent and claim victory.
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/day in the week to Sep 4 → 0/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
Vanguard Exiles is a competitive auto-battler card game designed by Richard Garfield (legendary game designer of Magic: The Gathering), bringing his signature philosophy of strategic depth, meaningful choices, and emergent gameplay into a fast-paced digital battleground.
In your role as General, every match challenges you to outthink and outmanoeuvre your opponents whilst unpredictable zones reshape the battlefield, driving ongoing tactical adaptation.
Unlike traditional auto-battlers, Vanguard Exiles emphasizes player agency where victory is determined by how well you:
Discover card synergies/interactions within each unique Squad
Evaluate card selection and deployment each round
Unleash your Vanguard's potential through your choices
Manage and leverage Zone effects in an evolving battlefield
Anticipate your opponent’s strategies
Re-evaluate your tactics throughout the game
Your decisions matter, rewarding long-term planning and Squad mastery.
The battlefield is in a state of flux, as emerging zones introduce game-changing modifiers and obstacles. Players must continuously adapt their strategy as the environment evolves, a hallmark of Richard Garfield games. No two matches are the same; each game unfolds its own unique challenges that shape every strategic decision.
Head-to-head PvP matches
Strategy-driven outcomes
High replay value through Faction and Unit variety
Designed for players who enjoy thinking several moves ahead
The world has fallen. In the wake of a global cataclysm, survival has reshaped everything, including allegiances. Old enmities have faded, replaced by alliances forged out of necessity. Technology and magic now coexist in a dieselpunk landscape where domination is the only path forward.
Across this shattered world, survivors band together into Squads, aiming to reclaim lost territory and carve out a future from the ruins. For this, it’s more than a matter of strength. A General is needed to lead their Squad, with the instincts and foresight to outthink every rival who stands in their way.
That General is you.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's got a great foundation. However, this DEFINITELY is an early access game. The replayability factor is, as it stands, lacking. There are core functions and features missing, for example, a decklist, or a form of personal progression outside of the roguelike element.
Very fun auto battler
Edit: May 18, 2026: The devs are amazing and have sacrificed so much for this game. Recent updates have made a lot of really massive improvements to the game. New zones are fantastic, actions are diverse and fun, many mechanics have improved. The devs are extremely involved with their players and take feedback seriously, often discussing things in Discord. Many improvements to the game have come as a result. I love this game and consider myself one of its biggest stans, so understand that my following criticisms come from a place of passion. The game is absolutely beautiful, clever, strategically interesting, and tons of fun. It has tons of potential and the core concept is really something special. I still 100% recommend picking it up and trying it. I sincerely hope that I can come back to this review in a few months and update it after the game's direction improves closer to its version 1 release. That being said... The current state of the game is worrisome. I'm a competitive player, so my review comes from there. Currently, I don't have confidence that this game will offer much to players who want to hone their skills vs. other players in any serious competitive manner. I hope to be proven wrong. Much of my gripes are balance-related but extend to fundamental design issues. The devs, in some ways, seem... resistant to balance tuning. The game features "basic" units, which are the foundation of a squad in a lot of ways. They are the units you start each game with, and the only unit that appears every buy round and costs 0 gold. These basic units are grossly imbalanced. It has been an issue since I started playing and the current iteration is worse than ever. Devs have been very resistant to tuning these despite feedback, even going so far as to drastically change other parts of the game to marginalize the role of these early units. In my opinion, this marked a major turning point towards some really bad design decisions. The economy has been tweaked to accelerate income in the later game, allowing purchase of powerful units. Costed units globally saw their stats increased(which I like). I fear that the goal here was to make basic units less important by making high costed units more important. The result to me is a game that is unbalanced in even more areas than it was before. Card stats are extremely coarse and this has been a recurring barrier to balance because changes that change a stat by only 1 integer can change a card from unplayable to overpowered. Certain combat mechanics have been problematic and make me question decision making. There is a stat called ranged evade that makes ranged attacks miss at up to 50% rate. One faction's basic unit, the Skeleton, has this. Another faction's basic unit is the Ranger, which is a ranged attacker(lol). This basically means if you bring Rangers to a Skeleton fight, you lose before the match begins. There are more examples like this of mechanics that seem like they weren't well thought-out in terms of how they play and impact the game. I know not everyone is a sweaty try-hard like me but this game really does have the potential to offer a very engaging competitive, strategic experience. I've have had the pleasure of meeting, chatting with, and playing against some great players who share a similar competitive passion for the game. If The Tea Division wants to capture and retain this demographic, they will need to greatly improve how the game is balanced. In an ideal world with infinite time and resources, I'd love to see a more serious approach to balance tuning and design. Maybe TTD could hire someone to take on this role. Part of it is data collection(and the ability to analyze it properly). Part of it needs to be heuristics and understanding how the game is played at different skill levels and by different types of players. At one point in early access we had a series of experimental patches on a separate test build of the game with great results. I think the ability to quickly iterate and test balance changes should be a permanent fixture of the development pipeline in *some* capacity. Edit: October 1, 2025 - See my [url=https://steamcommunity.com/app/2745490/eventcomments/599665005654424037/#c599665005654617671]writeup on the current state of the game with the v0.3.3.3348 major update.[/url] Original review: Clever, elegant, and fun game. You draft your army from a deck, after every round like most auto battlers. The deck mechanic is really cool. You get 4 deck slots. Decks are completely randomly generated with no user customization, which might seem like a letdown at first but here's the cool part: every day you can choose one of your decks to completely reroll, so you end up maintaining a "stable" of 3 or 4 of your favorite decks. Because deck composition is more or less out of your control other than which ones you choose to keep, each deck feels really distinct. You end up learning how to play each one. Unlike other strategy games where you might carefully craft your deck, and everyone is running around with manicured meta decks, this game focuses more on the exploration of the cards you are dealt(just like real life! har har). The "meta" in this game, if there even is one, is thus filled with interesting and diverse experiences. I feel like whoever designed this game should make a card game because they would probably be good at it. This is an early access game. So far, that has been a positive aspect of the game for me. The discord channel is filled with discussions about the game, its development, people making suggestions, and sharing excitement about 1v1 matches. The community seems pretty friendly and mature except for this one guy(you know who you are). If you like auto battlers, this one is worth trying out in my opinion. Jump in Discord and hang out. Read my [url=https://www.notion.so/Guide-by-nodnarb21-1e3b6ce09b7080acbf6ec32afc6e5e74?source=copy_link]Vanguard Exiles Guide[/url]
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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, Italian, German, Spanish - Spain
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Awesome fresh new take on a competitive auto-battler. Devs are active and respond to feedback and issues. Old reviews with bugs and missing features have all been mostly addressed and/or fixed. Great replay-ability for a demo with tons of strategies and synergies to learn. If you're a fan of competitive game where you're always trying to stay one step ahead of your opponent and their strategies, this will definitely scratch that itch!
The premise of the game is a ton of fun. It plays very much like an exciting Dungeons & Dragons style board game. The art and execution is also well done, experiencing only a few bugs I could resolve by restarting the client (and losing my game but its okay). Sometimes it can be difficult to get to some of the more unique units in your army, games ending potentially too fast and/or gold not scaling fast enough. Game is still too new for online community or the new matchmaking is broken, I've yet to actually matchmake a human. I'm 6 hours in, almost beat the last Extreme solo difficulty but am getting a bit bored. I don't really have anything else to work towards and no friends picked it up to play against. I'll try to matchmake some more online players as I do enjoy the gameplay but no loop, other achievements or ladder exist for me to grind on. 4/5 on the game overall and I don't reget the money spent.
Demo is better than full game. Demo you can repeatedly re-pick your vanguard and the enemy. Full game you get one vanguard. One probably not even random starting team that has very low chance of winning. Play the demo save some money.
Unplayable garbage
good
I actually really like the game here. Like, a lot. Its genious. But there is no one online to play with. I wish I could get a refund for that reason alone, and im not usually picky like that with games. No multiplayer? In a game like this? Heartbreaking. *Edit* I emailed support asking about this, And they gave me solutions such as the discord and community events happening now, And their plan for the near future to make sure that there is an active player base. It was sound, and reassuring, and im excited to play with you all! : ) Changed my review. Give this game a chance. Really!
One of the more interesting autobattlers I've played. The overall gameplay is much different from the typical Auto Chess clone; here, builds take a backseat to positioning, so you can't win by hitting reroll the exact right number of times. Only thing is the player base isn't too large right now, but hopefully as EA rolls along that'll improve.
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Players by region
Where this game's players are, estimated from review languages.
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